Michael Chen
f728240db9
Added keyboard controlling Added fixed ball reflections on right paddle added reflections on screen borders Added goal (miss the paddle) detection
1 line
1.7 MiB
1 line
1.7 MiB
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DRAW_MODES2[DRAW_MODES2[\"POINTS\"] = 0] = \"POINTS\";\n DRAW_MODES2[DRAW_MODES2[\"LINES\"] = 1] = \"LINES\";\n DRAW_MODES2[DRAW_MODES2[\"LINE_LOOP\"] = 2] = \"LINE_LOOP\";\n DRAW_MODES2[DRAW_MODES2[\"LINE_STRIP\"] = 3] = \"LINE_STRIP\";\n DRAW_MODES2[DRAW_MODES2[\"TRIANGLES\"] = 4] = \"TRIANGLES\";\n DRAW_MODES2[DRAW_MODES2[\"TRIANGLE_STRIP\"] = 5] = \"TRIANGLE_STRIP\";\n DRAW_MODES2[DRAW_MODES2[\"TRIANGLE_FAN\"] = 6] = \"TRIANGLE_FAN\";\n return DRAW_MODES2;\n})(DRAW_MODES || {});\nvar FORMATS = /* @__PURE__ */ ((FORMATS2) => {\n FORMATS2[FORMATS2[\"RGBA\"] = 6408] = \"RGBA\";\n FORMATS2[FORMATS2[\"RGB\"] = 6407] = \"RGB\";\n FORMATS2[FORMATS2[\"RG\"] = 33319] = \"RG\";\n FORMATS2[FORMATS2[\"RED\"] = 6403] = \"RED\";\n FORMATS2[FORMATS2[\"RGBA_INTEGER\"] = 36249] = \"RGBA_INTEGER\";\n FORMATS2[FORMATS2[\"RGB_INTEGER\"] = 36248] = \"RGB_INTEGER\";\n FORMATS2[FORMATS2[\"RG_INTEGER\"] = 33320] = \"RG_INTEGER\";\n FORMATS2[FORMATS2[\"RED_INTEGER\"] = 36244] = \"RED_INTEGER\";\n FORMATS2[FORMATS2[\"ALPHA\"] = 6406] = \"ALPHA\";\n FORMATS2[FORMATS2[\"LUMINANCE\"] = 6409] = \"LUMINANCE\";\n FORMATS2[FORMATS2[\"LUMINANCE_ALPHA\"] = 6410] = \"LUMINANCE_ALPHA\";\n FORMATS2[FORMATS2[\"DEPTH_COMPONENT\"] = 6402] = \"DEPTH_COMPONENT\";\n FORMATS2[FORMATS2[\"DEPTH_STENCIL\"] = 34041] = \"DEPTH_STENCIL\";\n return FORMATS2;\n})(FORMATS || {});\nvar TARGETS = /* @__PURE__ */ ((TARGETS2) => {\n TARGETS2[TARGETS2[\"TEXTURE_2D\"] = 3553] = \"TEXTURE_2D\";\n TARGETS2[TARGETS2[\"TEXTURE_CUBE_MAP\"] = 34067] = \"TEXTURE_CUBE_MAP\";\n TARGETS2[TARGETS2[\"TEXTURE_2D_ARRAY\"] = 35866] = \"TEXTURE_2D_ARRAY\";\n TARGETS2[TARGETS2[\"TEXTURE_CUBE_MAP_POSITIVE_X\"] = 34069] = \"TEXTURE_CUBE_MAP_POSITIVE_X\";\n TARGETS2[TARGETS2[\"TEXTURE_CUBE_MAP_NEGATIVE_X\"] = 34070] = \"TEXTURE_CUBE_MAP_NEGATIVE_X\";\n TARGETS2[TARGETS2[\"TEXTURE_CUBE_MAP_POSITIVE_Y\"] = 34071] = \"TEXTURE_CUBE_MAP_POSITIVE_Y\";\n TARGETS2[TARGETS2[\"TEXTURE_CUBE_MAP_NEGATIVE_Y\"] = 34072] = \"TEXTURE_CUBE_MAP_NEGATIVE_Y\";\n TARGETS2[TARGETS2[\"TEXTURE_CUBE_MAP_POSITIVE_Z\"] = 34073] = \"TEXTURE_CUBE_MAP_POSITIVE_Z\";\n TARGETS2[TARGETS2[\"TEXTURE_CUBE_MAP_NEGATIVE_Z\"] = 34074] = \"TEXTURE_CUBE_MAP_NEGATIVE_Z\";\n return TARGETS2;\n})(TARGETS || {});\nvar TYPES = /* @__PURE__ */ ((TYPES2) => {\n TYPES2[TYPES2[\"UNSIGNED_BYTE\"] = 5121] = \"UNSIGNED_BYTE\";\n TYPES2[TYPES2[\"UNSIGNED_SHORT\"] = 5123] = \"UNSIGNED_SHORT\";\n TYPES2[TYPES2[\"UNSIGNED_SHORT_5_6_5\"] = 33635] = \"UNSIGNED_SHORT_5_6_5\";\n TYPES2[TYPES2[\"UNSIGNED_SHORT_4_4_4_4\"] = 32819] = \"UNSIGNED_SHORT_4_4_4_4\";\n TYPES2[TYPES2[\"UNSIGNED_SHORT_5_5_5_1\"] = 32820] = \"UNSIGNED_SHORT_5_5_5_1\";\n TYPES2[TYPES2[\"UNSIGNED_INT\"] = 5125] = \"UNSIGNED_INT\";\n TYPES2[TYPES2[\"UNSIGNED_INT_10F_11F_11F_REV\"] = 35899] = \"UNSIGNED_INT_10F_11F_11F_REV\";\n TYPES2[TYPES2[\"UNSIGNED_INT_2_10_10_10_REV\"] = 33640] = \"UNSIGNED_INT_2_10_10_10_REV\";\n TYPES2[TYPES2[\"UNSIGNED_INT_24_8\"] = 34042] = \"UNSIGNED_INT_24_8\";\n TYPES2[TYPES2[\"UNSIGNED_INT_5_9_9_9_REV\"] = 35902] = \"UNSIGNED_INT_5_9_9_9_REV\";\n TYPES2[TYPES2[\"BYTE\"] = 5120] = \"BYTE\";\n TYPES2[TYPES2[\"SHORT\"] = 5122] = \"SHORT\";\n TYPES2[TYPES2[\"INT\"] = 5124] = \"INT\";\n TYPES2[TYPES2[\"FLOAT\"] = 5126] = \"FLOAT\";\n TYPES2[TYPES2[\"FLOAT_32_UNSIGNED_INT_24_8_REV\"] = 36269] = \"FLOAT_32_UNSIGNED_INT_24_8_REV\";\n TYPES2[TYPES2[\"HALF_FLOAT\"] = 36193] = \"HALF_FLOAT\";\n return TYPES2;\n})(TYPES || {});\nvar SAMPLER_TYPES = /* @__PURE__ */ ((SAMPLER_TYPES2) => {\n SAMPLER_TYPES2[SAMPLER_TYPES2[\"FLOAT\"] = 0] = \"FLOAT\";\n SAMPLER_TYPES2[SAMPLER_TYPES2[\"INT\"] = 1] = \"INT\";\n SAMPLER_TYPES2[SAMPLER_TYPES2[\"UINT\"] = 2] = \"UINT\";\n return SAMPLER_TYPES2;\n})(SAMPLER_TYPES || {});\nvar SCALE_MODES = /* @__PURE__ */ ((SCALE_MODES2) => {\n SCALE_MODES2[SCALE_MODES2[\"NEAREST\"] = 0] = \"NEAREST\";\n SCALE_MODES2[SCALE_MODES2[\"LINEAR\"] = 1] = \"LINEAR\";\n return SCALE_MODES2;\n})(SCALE_MODES || {});\nvar WRAP_MODES = /* @__PURE__ */ ((WRAP_MODES2) => {\n WRAP_MODES2[WRAP_MODES2[\"CLAMP\"] = 33071] = \"CLAMP\";\n WRAP_MODES2[WRAP_MODES2[\"REPEAT\"] = 10497] = \"REPEAT\";\n WRAP_MODES2[WRAP_MODES2[\"MIRRORED_REPEAT\"] = 33648] = \"MIRRORED_REPEAT\";\n return WRAP_MODES2;\n})(WRAP_MODES || {});\nvar MIPMAP_MODES = /* @__PURE__ */ ((MIPMAP_MODES2) => {\n MIPMAP_MODES2[MIPMAP_MODES2[\"OFF\"] = 0] = \"OFF\";\n MIPMAP_MODES2[MIPMAP_MODES2[\"POW2\"] = 1] = \"POW2\";\n MIPMAP_MODES2[MIPMAP_MODES2[\"ON\"] = 2] = \"ON\";\n MIPMAP_MODES2[MIPMAP_MODES2[\"ON_MANUAL\"] = 3] = \"ON_MANUAL\";\n return MIPMAP_MODES2;\n})(MIPMAP_MODES || {});\nvar ALPHA_MODES = /* @__PURE__ */ ((ALPHA_MODES2) => {\n ALPHA_MODES2[ALPHA_MODES2[\"NPM\"] = 0] = \"NPM\";\n ALPHA_MODES2[ALPHA_MODES2[\"UNPACK\"] = 1] = \"UNPACK\";\n ALPHA_MODES2[ALPHA_MODES2[\"PMA\"] = 2] = \"PMA\";\n ALPHA_MODES2[ALPHA_MODES2[\"NO_PREMULTIPLIED_ALPHA\"] = 0] = \"NO_PREMULTIPLIED_ALPHA\";\n ALPHA_MODES2[ALPHA_MODES2[\"PREMULTIPLY_ON_UPLOAD\"] = 1] = \"PREMULTIPLY_ON_UPLOAD\";\n ALPHA_MODES2[ALPHA_MODES2[\"PREMULTIPLIED_ALPHA\"] = 2] = \"PREMULTIPLIED_ALPHA\";\n return ALPHA_MODES2;\n})(ALPHA_MODES || {});\nvar CLEAR_MODES = /* @__PURE__ */ ((CLEAR_MODES2) => {\n CLEAR_MODES2[CLEAR_MODES2[\"NO\"] = 0] = \"NO\";\n CLEAR_MODES2[CLEAR_MODES2[\"YES\"] = 1] = \"YES\";\n CLEAR_MODES2[CLEAR_MODES2[\"AUTO\"] = 2] = \"AUTO\";\n CLEAR_MODES2[CLEAR_MODES2[\"BLEND\"] = 0] = \"BLEND\";\n CLEAR_MODES2[CLEAR_MODES2[\"CLEAR\"] = 1] = \"CLEAR\";\n CLEAR_MODES2[CLEAR_MODES2[\"BLIT\"] = 2] = \"BLIT\";\n return CLEAR_MODES2;\n})(CLEAR_MODES || {});\nvar GC_MODES = /* @__PURE__ */ ((GC_MODES2) => {\n GC_MODES2[GC_MODES2[\"AUTO\"] = 0] = \"AUTO\";\n GC_MODES2[GC_MODES2[\"MANUAL\"] = 1] = \"MANUAL\";\n return GC_MODES2;\n})(GC_MODES || {});\nvar PRECISION = /* @__PURE__ */ ((PRECISION2) => {\n PRECISION2[\"LOW\"] = \"lowp\";\n PRECISION2[\"MEDIUM\"] = \"mediump\";\n PRECISION2[\"HIGH\"] = \"highp\";\n return PRECISION2;\n})(PRECISION || {});\nvar MASK_TYPES = /* @__PURE__ */ ((MASK_TYPES2) => {\n MASK_TYPES2[MASK_TYPES2[\"NONE\"] = 0] = \"NONE\";\n MASK_TYPES2[MASK_TYPES2[\"SCISSOR\"] = 1] = \"SCISSOR\";\n MASK_TYPES2[MASK_TYPES2[\"STENCIL\"] = 2] = \"STENCIL\";\n MASK_TYPES2[MASK_TYPES2[\"SPRITE\"] = 3] = \"SPRITE\";\n MASK_TYPES2[MASK_TYPES2[\"COLOR\"] = 4] = \"COLOR\";\n return MASK_TYPES2;\n})(MASK_TYPES || {});\nvar COLOR_MASK_BITS = /* @__PURE__ */ ((COLOR_MASK_BITS2) => {\n COLOR_MASK_BITS2[COLOR_MASK_BITS2[\"RED\"] = 1] = \"RED\";\n COLOR_MASK_BITS2[COLOR_MASK_BITS2[\"GREEN\"] = 2] = \"GREEN\";\n COLOR_MASK_BITS2[COLOR_MASK_BITS2[\"BLUE\"] = 4] = \"BLUE\";\n COLOR_MASK_BITS2[COLOR_MASK_BITS2[\"ALPHA\"] = 8] = \"ALPHA\";\n return COLOR_MASK_BITS2;\n})(COLOR_MASK_BITS || {});\nvar MSAA_QUALITY = /* @__PURE__ */ ((MSAA_QUALITY2) => {\n MSAA_QUALITY2[MSAA_QUALITY2[\"NONE\"] = 0] = \"NONE\";\n MSAA_QUALITY2[MSAA_QUALITY2[\"LOW\"] = 2] = \"LOW\";\n MSAA_QUALITY2[MSAA_QUALITY2[\"MEDIUM\"] = 4] = \"MEDIUM\";\n MSAA_QUALITY2[MSAA_QUALITY2[\"HIGH\"] = 8] = \"HIGH\";\n return MSAA_QUALITY2;\n})(MSAA_QUALITY || {});\nvar BUFFER_TYPE = /* @__PURE__ */ ((BUFFER_TYPE2) => {\n BUFFER_TYPE2[BUFFER_TYPE2[\"ELEMENT_ARRAY_BUFFER\"] = 34963] = \"ELEMENT_ARRAY_BUFFER\";\n BUFFER_TYPE2[BUFFER_TYPE2[\"ARRAY_BUFFER\"] = 34962] = \"ARRAY_BUFFER\";\n BUFFER_TYPE2[BUFFER_TYPE2[\"UNIFORM_BUFFER\"] = 35345] = \"UNIFORM_BUFFER\";\n return BUFFER_TYPE2;\n})(BUFFER_TYPE || {});\n\nexport { ALPHA_MODES, BLEND_MODES, BUFFER_BITS, BUFFER_TYPE, CLEAR_MODES, COLOR_MASK_BITS, DRAW_MODES, ENV, FORMATS, GC_MODES, MASK_TYPES, MIPMAP_MODES, MSAA_QUALITY, PRECISION, RENDERER_TYPE, SAMPLER_TYPES, SCALE_MODES, TARGETS, TYPES, WRAP_MODES };\n//# sourceMappingURL=index.mjs.map\n","const BrowserAdapter = {\n createCanvas: (width, height) => {\n const canvas = document.createElement(\"canvas\");\n canvas.width = width;\n canvas.height = height;\n return canvas;\n },\n getWebGLRenderingContext: () => WebGLRenderingContext,\n getNavigator: () => navigator,\n getBaseUrl: () => document.baseURI ?? window.location.href,\n getFontFaceSet: () => document.fonts,\n fetch: (url, options) => fetch(url, options)\n};\n\nexport { BrowserAdapter };\n//# sourceMappingURL=adapter.mjs.map\n","var appleIphone = /iPhone/i;\nvar appleIpod = /iPod/i;\nvar appleTablet = /iPad/i;\nvar appleUniversal = /\\biOS-universal(?:.+)Mac\\b/i;\nvar androidPhone = /\\bAndroid(?:.+)Mobile\\b/i;\nvar androidTablet = /Android/i;\nvar amazonPhone = /(?:SD4930UR|\\bSilk(?:.+)Mobile\\b)/i;\nvar amazonTablet = /Silk/i;\nvar windowsPhone = /Windows Phone/i;\nvar windowsTablet = /\\bWindows(?:.+)ARM\\b/i;\nvar otherBlackBerry = /BlackBerry/i;\nvar otherBlackBerry10 = /BB10/i;\nvar otherOpera = /Opera Mini/i;\nvar otherChrome = /\\b(CriOS|Chrome)(?:.+)Mobile/i;\nvar otherFirefox = /Mobile(?:.+)Firefox\\b/i;\nvar isAppleTabletOnIos13 = function (navigator) {\n return (typeof navigator !== 'undefined' &&\n navigator.platform === 'MacIntel' &&\n typeof navigator.maxTouchPoints === 'number' &&\n navigator.maxTouchPoints > 1 &&\n typeof MSStream === 'undefined');\n};\nfunction createMatch(userAgent) {\n return function (regex) { return regex.test(userAgent); };\n}\nfunction isMobile(param) {\n var nav = {\n userAgent: '',\n platform: '',\n maxTouchPoints: 0\n };\n if (!param && typeof navigator !== 'undefined') {\n nav = {\n userAgent: navigator.userAgent,\n platform: navigator.platform,\n maxTouchPoints: navigator.maxTouchPoints || 0\n };\n }\n else if (typeof param === 'string') {\n nav.userAgent = param;\n }\n else if (param && param.userAgent) {\n nav = {\n userAgent: param.userAgent,\n platform: param.platform,\n maxTouchPoints: param.maxTouchPoints || 0\n };\n }\n var userAgent = nav.userAgent;\n var tmp = userAgent.split('[FBAN');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n tmp = userAgent.split('Twitter');\n if (typeof tmp[1] !== 'undefined') {\n userAgent = tmp[0];\n }\n var match = createMatch(userAgent);\n var result = {\n apple: {\n phone: match(appleIphone) && !match(windowsPhone),\n ipod: match(appleIpod),\n tablet: !match(appleIphone) &&\n (match(appleTablet) || isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone),\n universal: match(appleUniversal),\n device: (match(appleIphone) ||\n match(appleIpod) ||\n match(appleTablet) ||\n match(appleUniversal) ||\n isAppleTabletOnIos13(nav)) &&\n !match(windowsPhone)\n },\n amazon: {\n phone: match(amazonPhone),\n tablet: !match(amazonPhone) && match(amazonTablet),\n device: match(amazonPhone) || match(amazonTablet)\n },\n android: {\n phone: (!match(windowsPhone) && match(amazonPhone)) ||\n (!match(windowsPhone) && match(androidPhone)),\n tablet: !match(windowsPhone) &&\n !match(amazonPhone) &&\n !match(androidPhone) &&\n (match(amazonTablet) || match(androidTablet)),\n device: (!match(windowsPhone) &&\n (match(amazonPhone) ||\n match(amazonTablet) ||\n match(androidPhone) ||\n match(androidTablet))) ||\n match(/\\bokhttp\\b/i)\n },\n windows: {\n phone: match(windowsPhone),\n tablet: match(windowsTablet),\n device: match(windowsPhone) || match(windowsTablet)\n },\n other: {\n blackberry: match(otherBlackBerry),\n blackberry10: match(otherBlackBerry10),\n opera: match(otherOpera),\n firefox: match(otherFirefox),\n chrome: match(otherChrome),\n device: match(otherBlackBerry) ||\n match(otherBlackBerry10) ||\n match(otherOpera) ||\n match(otherFirefox) ||\n match(otherChrome)\n },\n any: false,\n phone: false,\n tablet: false\n };\n result.any =\n result.apple.device ||\n result.android.device ||\n result.windows.device ||\n result.other.device;\n result.phone =\n result.apple.phone || result.android.phone || result.windows.phone;\n result.tablet =\n result.apple.tablet || result.android.tablet || result.windows.tablet;\n return result;\n}\n\nexport { isMobile as default };\n//# sourceMappingURL=isMobile.mjs.map\n","import '../node_modules/ismobilejs/esm/index.mjs';\nimport isMobile$1 from '../node_modules/ismobilejs/esm/isMobile.mjs';\n\nconst isMobile = isMobile$1(globalThis.navigator);\n\nexport { isMobile };\n//# sourceMappingURL=isMobile.mjs.map\n","import { isMobile } from './isMobile.mjs';\n\nfunction canUploadSameBuffer() {\n return !isMobile.apple.device;\n}\n\nexport { canUploadSameBuffer };\n//# sourceMappingURL=canUploadSameBuffer.mjs.map\n","import { isMobile } from './isMobile.mjs';\n\nfunction maxRecommendedTextures(max) {\n let allowMax = true;\n if (isMobile.tablet || isMobile.phone) {\n if (isMobile.apple.device) {\n const match = navigator.userAgent.match(/OS (\\d+)_(\\d+)?/);\n if (match) {\n const majorVersion = parseInt(match[1], 10);\n if (majorVersion < 11) {\n allowMax = false;\n }\n }\n }\n if (isMobile.android.device) {\n const match = navigator.userAgent.match(/Android\\s([0-9.]*)/);\n if (match) {\n const majorVersion = parseInt(match[1], 10);\n if (majorVersion < 7) {\n allowMax = false;\n }\n }\n }\n }\n return allowMax ? max : 4;\n}\n\nexport { maxRecommendedTextures };\n//# sourceMappingURL=maxRecommendedTextures.mjs.map\n","import { MIPMAP_MODES, MSAA_QUALITY, GC_MODES, WRAP_MODES, SCALE_MODES, PRECISION } from '@pixi/constants';\nimport { BrowserAdapter } from './adapter.mjs';\nimport { canUploadSameBuffer } from './utils/canUploadSameBuffer.mjs';\nimport { isMobile } from './utils/isMobile.mjs';\nimport { maxRecommendedTextures } from './utils/maxRecommendedTextures.mjs';\n\nconst settings = {\n ADAPTER: BrowserAdapter,\n MIPMAP_TEXTURES: MIPMAP_MODES.POW2,\n ANISOTROPIC_LEVEL: 0,\n RESOLUTION: 1,\n FILTER_RESOLUTION: 1,\n FILTER_MULTISAMPLE: MSAA_QUALITY.NONE,\n SPRITE_MAX_TEXTURES: maxRecommendedTextures(32),\n SPRITE_BATCH_SIZE: 4096,\n RENDER_OPTIONS: {\n view: null,\n antialias: false,\n autoDensity: false,\n backgroundColor: 0,\n backgroundAlpha: 1,\n useContextAlpha: true,\n clearBeforeRender: true,\n preserveDrawingBuffer: false,\n width: 800,\n height: 600,\n legacy: false,\n hello: false\n },\n GC_MODE: GC_MODES.AUTO,\n GC_MAX_IDLE: 60 * 60,\n GC_MAX_CHECK_COUNT: 60 * 10,\n WRAP_MODE: WRAP_MODES.CLAMP,\n SCALE_MODE: SCALE_MODES.LINEAR,\n PRECISION_VERTEX: PRECISION.HIGH,\n PRECISION_FRAGMENT: isMobile.apple.device ? PRECISION.HIGH : PRECISION.MEDIUM,\n CAN_UPLOAD_SAME_BUFFER: canUploadSameBuffer(),\n CREATE_IMAGE_BITMAP: false,\n ROUND_PIXELS: false\n};\n\nexport { settings };\n//# sourceMappingURL=settings.mjs.map\n","import { settings } from '@pixi/settings';\nexport { settings } from '@pixi/settings';\nimport { ENV } from '@pixi/constants';\n\nsettings.PREFER_ENV = ENV.WEBGL2;\nsettings.STRICT_TEXTURE_CACHE = false;\n//# sourceMappingURL=settings.mjs.map\n","var ExtensionType = /* @__PURE__ */ ((ExtensionType2) => {\n ExtensionType2[\"Renderer\"] = \"renderer\";\n ExtensionType2[\"Application\"] = \"application\";\n ExtensionType2[\"RendererSystem\"] = \"renderer-webgl-system\";\n ExtensionType2[\"RendererPlugin\"] = \"renderer-webgl-plugin\";\n ExtensionType2[\"CanvasRendererSystem\"] = \"renderer-canvas-system\";\n ExtensionType2[\"CanvasRendererPlugin\"] = \"renderer-canvas-plugin\";\n ExtensionType2[\"Asset\"] = \"asset\";\n ExtensionType2[\"LoadParser\"] = \"load-parser\";\n ExtensionType2[\"ResolveParser\"] = \"resolve-parser\";\n ExtensionType2[\"CacheParser\"] = \"cache-parser\";\n ExtensionType2[\"DetectionParser\"] = \"detection-parser\";\n return ExtensionType2;\n})(ExtensionType || {});\nconst normalizeExtension = (ext) => {\n if (typeof ext === \"function\" || typeof ext === \"object\" && ext.extension) {\n const metadata = typeof ext.extension !== \"object\" ? { type: ext.extension } : ext.extension;\n ext = { ...metadata, ref: ext };\n }\n if (typeof ext === \"object\") {\n ext = { ...ext };\n } else {\n throw new Error(\"Invalid extension type\");\n }\n if (typeof ext.type === \"string\") {\n ext.type = [ext.type];\n }\n return ext;\n};\nconst extensions = {\n _addHandlers: {},\n _removeHandlers: {},\n _queue: {},\n remove(...extensions2) {\n extensions2.map(normalizeExtension).forEach((ext) => {\n ext.type.forEach((type) => this._removeHandlers[type]?.(ext));\n });\n return this;\n },\n add(...extensions2) {\n extensions2.map(normalizeExtension).forEach((ext) => {\n ext.type.forEach((type) => {\n const handlers = this._addHandlers;\n const queue = this._queue;\n if (!handlers[type]) {\n queue[type] = queue[type] || [];\n queue[type].push(ext);\n } else {\n handlers[type](ext);\n }\n });\n });\n return this;\n },\n handle(type, onAdd, onRemove) {\n const addHandlers = this._addHandlers;\n const removeHandlers = this._removeHandlers;\n addHandlers[type] = onAdd;\n removeHandlers[type] = onRemove;\n const queue = this._queue;\n if (queue[type]) {\n queue[type].forEach((ext) => onAdd(ext));\n delete queue[type];\n }\n return this;\n },\n handleByMap(type, map) {\n return this.handle(type, (extension) => {\n map[extension.name] = extension.ref;\n }, (extension) => {\n delete map[extension.name];\n });\n },\n handleByList(type, list) {\n return this.handle(type, (extension) => {\n list.push(extension.ref);\n list.sort((a, b) => (b.priority ?? -1) - (a.priority ?? -1));\n }, (extension) => {\n const index = list.indexOf(extension.ref);\n if (index !== -1) {\n list.splice(index, 1);\n }\n });\n }\n};\n\nexport { ExtensionType, extensions };\n//# sourceMappingURL=index.mjs.map\n","const PI_2 = Math.PI * 2;\nconst RAD_TO_DEG = 180 / Math.PI;\nconst DEG_TO_RAD = Math.PI / 180;\nvar SHAPES = /* @__PURE__ */ ((SHAPES2) => {\n SHAPES2[SHAPES2[\"POLY\"] = 0] = \"POLY\";\n SHAPES2[SHAPES2[\"RECT\"] = 1] = \"RECT\";\n SHAPES2[SHAPES2[\"CIRC\"] = 2] = \"CIRC\";\n SHAPES2[SHAPES2[\"ELIP\"] = 3] = \"ELIP\";\n SHAPES2[SHAPES2[\"RREC\"] = 4] = \"RREC\";\n return SHAPES2;\n})(SHAPES || {});\n\nexport { DEG_TO_RAD, PI_2, RAD_TO_DEG, SHAPES };\n//# sourceMappingURL=const.mjs.map\n","class Point {\n constructor(x = 0, y = 0) {\n this.x = 0;\n this.y = 0;\n this.x = x;\n this.y = y;\n }\n clone() {\n return new Point(this.x, this.y);\n }\n copyFrom(p) {\n this.set(p.x, p.y);\n return this;\n }\n copyTo(p) {\n p.set(this.x, this.y);\n return p;\n }\n equals(p) {\n return p.x === this.x && p.y === this.y;\n }\n set(x = 0, y = x) {\n this.x = x;\n this.y = y;\n return this;\n }\n}\n\nexport { Point };\n//# sourceMappingURL=Point.mjs.map\n","import { SHAPES } from '../const.mjs';\nimport { Point } from '../Point.mjs';\n\nconst tempPoints = [new Point(), new Point(), new Point(), new Point()];\nclass Rectangle {\n constructor(x = 0, y = 0, width = 0, height = 0) {\n this.x = Number(x);\n this.y = Number(y);\n this.width = Number(width);\n this.height = Number(height);\n this.type = SHAPES.RECT;\n }\n get left() {\n return this.x;\n }\n get right() {\n return this.x + this.width;\n }\n get top() {\n return this.y;\n }\n get bottom() {\n return this.y + this.height;\n }\n static get EMPTY() {\n return new Rectangle(0, 0, 0, 0);\n }\n clone() {\n return new Rectangle(this.x, this.y, this.width, this.height);\n }\n copyFrom(rectangle) {\n this.x = rectangle.x;\n this.y = rectangle.y;\n this.width = rectangle.width;\n this.height = rectangle.height;\n return this;\n }\n copyTo(rectangle) {\n rectangle.x = this.x;\n rectangle.y = this.y;\n rectangle.width = this.width;\n rectangle.height = this.height;\n return rectangle;\n }\n contains(x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x < this.x + this.width) {\n if (y >= this.y && y < this.y + this.height) {\n return true;\n }\n }\n return false;\n }\n intersects(other, transform) {\n if (!transform) {\n const x02 = this.x < other.x ? other.x : this.x;\n const x12 = this.right > other.right ? other.right : this.right;\n if (x12 <= x02) {\n return false;\n }\n const y02 = this.y < other.y ? other.y : this.y;\n const y12 = this.bottom > other.bottom ? other.bottom : this.bottom;\n return y12 > y02;\n }\n const x0 = this.left;\n const x1 = this.right;\n const y0 = this.top;\n const y1 = this.bottom;\n if (x1 <= x0 || y1 <= y0) {\n return false;\n }\n const lt = tempPoints[0].set(other.left, other.top);\n const lb = tempPoints[1].set(other.left, other.bottom);\n const rt = tempPoints[2].set(other.right, other.top);\n const rb = tempPoints[3].set(other.right, other.bottom);\n if (rt.x <= lt.x || lb.y <= lt.y) {\n return false;\n }\n const s = Math.sign(transform.a * transform.d - transform.b * transform.c);\n if (s === 0) {\n return false;\n }\n transform.apply(lt, lt);\n transform.apply(lb, lb);\n transform.apply(rt, rt);\n transform.apply(rb, rb);\n if (Math.max(lt.x, lb.x, rt.x, rb.x) <= x0 || Math.min(lt.x, lb.x, rt.x, rb.x) >= x1 || Math.max(lt.y, lb.y, rt.y, rb.y) <= y0 || Math.min(lt.y, lb.y, rt.y, rb.y) >= y1) {\n return false;\n }\n const nx = s * (lb.y - lt.y);\n const ny = s * (lt.x - lb.x);\n const n00 = nx * x0 + ny * y0;\n const n10 = nx * x1 + ny * y0;\n const n01 = nx * x0 + ny * y1;\n const n11 = nx * x1 + ny * y1;\n if (Math.max(n00, n10, n01, n11) <= nx * lt.x + ny * lt.y || Math.min(n00, n10, n01, n11) >= nx * rb.x + ny * rb.y) {\n return false;\n }\n const mx = s * (lt.y - rt.y);\n const my = s * (rt.x - lt.x);\n const m00 = mx * x0 + my * y0;\n const m10 = mx * x1 + my * y0;\n const m01 = mx * x0 + my * y1;\n const m11 = mx * x1 + my * y1;\n if (Math.max(m00, m10, m01, m11) <= mx * lt.x + my * lt.y || Math.min(m00, m10, m01, m11) >= mx * rb.x + my * rb.y) {\n return false;\n }\n return true;\n }\n pad(paddingX = 0, paddingY = paddingX) {\n this.x -= paddingX;\n this.y -= paddingY;\n this.width += paddingX * 2;\n this.height += paddingY * 2;\n return this;\n }\n fit(rectangle) {\n const x1 = Math.max(this.x, rectangle.x);\n const x2 = Math.min(this.x + this.width, rectangle.x + rectangle.width);\n const y1 = Math.max(this.y, rectangle.y);\n const y2 = Math.min(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = Math.max(x2 - x1, 0);\n this.y = y1;\n this.height = Math.max(y2 - y1, 0);\n return this;\n }\n ceil(resolution = 1, eps = 1e-3) {\n const x2 = Math.ceil((this.x + this.width - eps) * resolution) / resolution;\n const y2 = Math.ceil((this.y + this.height - eps) * resolution) / resolution;\n this.x = Math.floor((this.x + eps) * resolution) / resolution;\n this.y = Math.floor((this.y + eps) * resolution) / resolution;\n this.width = x2 - this.x;\n this.height = y2 - this.y;\n return this;\n }\n enlarge(rectangle) {\n const x1 = Math.min(this.x, rectangle.x);\n const x2 = Math.max(this.x + this.width, rectangle.x + rectangle.width);\n const y1 = Math.min(this.y, rectangle.y);\n const y2 = Math.max(this.y + this.height, rectangle.y + rectangle.height);\n this.x = x1;\n this.width = x2 - x1;\n this.y = y1;\n this.height = y2 - y1;\n return this;\n }\n}\n\nexport { Rectangle };\n//# sourceMappingURL=Rectangle.mjs.map\n","import { SHAPES } from '../const.mjs';\nimport { Rectangle } from './Rectangle.mjs';\n\nclass Circle {\n constructor(x = 0, y = 0, radius = 0) {\n this.x = x;\n this.y = y;\n this.radius = radius;\n this.type = SHAPES.CIRC;\n }\n clone() {\n return new Circle(this.x, this.y, this.radius);\n }\n contains(x, y) {\n if (this.radius <= 0) {\n return false;\n }\n const r2 = this.radius * this.radius;\n let dx = this.x - x;\n let dy = this.y - y;\n dx *= dx;\n dy *= dy;\n return dx + dy <= r2;\n }\n getBounds() {\n return new Rectangle(this.x - this.radius, this.y - this.radius, this.radius * 2, this.radius * 2);\n }\n}\n\nexport { Circle };\n//# sourceMappingURL=Circle.mjs.map\n","import { Rectangle } from './Rectangle.mjs';\nimport { SHAPES } from '../const.mjs';\n\nclass Ellipse {\n constructor(x = 0, y = 0, halfWidth = 0, halfHeight = 0) {\n this.x = x;\n this.y = y;\n this.width = halfWidth;\n this.height = halfHeight;\n this.type = SHAPES.ELIP;\n }\n clone() {\n return new Ellipse(this.x, this.y, this.width, this.height);\n }\n contains(x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n let normx = (x - this.x) / this.width;\n let normy = (y - this.y) / this.height;\n normx *= normx;\n normy *= normy;\n return normx + normy <= 1;\n }\n getBounds() {\n return new Rectangle(this.x - this.width, this.y - this.height, this.width, this.height);\n }\n}\n\nexport { Ellipse };\n//# sourceMappingURL=Ellipse.mjs.map\n","import { SHAPES } from '../const.mjs';\n\nclass Polygon {\n constructor(...points) {\n let flat = Array.isArray(points[0]) ? points[0] : points;\n if (typeof flat[0] !== \"number\") {\n const p = [];\n for (let i = 0, il = flat.length; i < il; i++) {\n p.push(flat[i].x, flat[i].y);\n }\n flat = p;\n }\n this.points = flat;\n this.type = SHAPES.POLY;\n this.closeStroke = true;\n }\n clone() {\n const points = this.points.slice();\n const polygon = new Polygon(points);\n polygon.closeStroke = this.closeStroke;\n return polygon;\n }\n contains(x, y) {\n let inside = false;\n const length = this.points.length / 2;\n for (let i = 0, j = length - 1; i < length; j = i++) {\n const xi = this.points[i * 2];\n const yi = this.points[i * 2 + 1];\n const xj = this.points[j * 2];\n const yj = this.points[j * 2 + 1];\n const intersect = yi > y !== yj > y && x < (xj - xi) * ((y - yi) / (yj - yi)) + xi;\n if (intersect) {\n inside = !inside;\n }\n }\n return inside;\n }\n}\n\nexport { Polygon };\n//# sourceMappingURL=Polygon.mjs.map\n","import { SHAPES } from '../const.mjs';\n\nclass RoundedRectangle {\n constructor(x = 0, y = 0, width = 0, height = 0, radius = 20) {\n this.x = x;\n this.y = y;\n this.width = width;\n this.height = height;\n this.radius = radius;\n this.type = SHAPES.RREC;\n }\n clone() {\n return new RoundedRectangle(this.x, this.y, this.width, this.height, this.radius);\n }\n contains(x, y) {\n if (this.width <= 0 || this.height <= 0) {\n return false;\n }\n if (x >= this.x && x <= this.x + this.width) {\n if (y >= this.y && y <= this.y + this.height) {\n const radius = Math.max(0, Math.min(this.radius, Math.min(this.width, this.height) / 2));\n if (y >= this.y + radius && y <= this.y + this.height - radius || x >= this.x + radius && x <= this.x + this.width - radius) {\n return true;\n }\n let dx = x - (this.x + radius);\n let dy = y - (this.y + radius);\n const radius2 = radius * radius;\n if (dx * dx + dy * dy <= radius2) {\n return true;\n }\n dx = x - (this.x + this.width - radius);\n if (dx * dx + dy * dy <= radius2) {\n return true;\n }\n dy = y - (this.y + this.height - radius);\n if (dx * dx + dy * dy <= radius2) {\n return true;\n }\n dx = x - (this.x + radius);\n if (dx * dx + dy * dy <= radius2) {\n return true;\n }\n }\n }\n return false;\n }\n}\n\nexport { RoundedRectangle };\n//# sourceMappingURL=RoundedRectangle.mjs.map\n","class ObservablePoint {\n constructor(cb, scope, x = 0, y = 0) {\n this._x = x;\n this._y = y;\n this.cb = cb;\n this.scope = scope;\n }\n clone(cb = this.cb, scope = this.scope) {\n return new ObservablePoint(cb, scope, this._x, this._y);\n }\n set(x = 0, y = x) {\n if (this._x !== x || this._y !== y) {\n this._x = x;\n this._y = y;\n this.cb.call(this.scope);\n }\n return this;\n }\n copyFrom(p) {\n if (this._x !== p.x || this._y !== p.y) {\n this._x = p.x;\n this._y = p.y;\n this.cb.call(this.scope);\n }\n return this;\n }\n copyTo(p) {\n p.set(this._x, this._y);\n return p;\n }\n equals(p) {\n return p.x === this._x && p.y === this._y;\n }\n get x() {\n return this._x;\n }\n set x(value) {\n if (this._x !== value) {\n this._x = value;\n this.cb.call(this.scope);\n }\n }\n get y() {\n return this._y;\n }\n set y(value) {\n if (this._y !== value) {\n this._y = value;\n this.cb.call(this.scope);\n }\n }\n}\n\nexport { ObservablePoint };\n//# sourceMappingURL=ObservablePoint.mjs.map\n","import { Point } from './Point.mjs';\nimport { PI_2 } from './const.mjs';\n\nclass Matrix {\n constructor(a = 1, b = 0, c = 0, d = 1, tx = 0, ty = 0) {\n this.array = null;\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n }\n fromArray(array) {\n this.a = array[0];\n this.b = array[1];\n this.c = array[3];\n this.d = array[4];\n this.tx = array[2];\n this.ty = array[5];\n }\n set(a, b, c, d, tx, ty) {\n this.a = a;\n this.b = b;\n this.c = c;\n this.d = d;\n this.tx = tx;\n this.ty = ty;\n return this;\n }\n toArray(transpose, out) {\n if (!this.array) {\n this.array = new Float32Array(9);\n }\n const array = out || this.array;\n if (transpose) {\n array[0] = this.a;\n array[1] = this.b;\n array[2] = 0;\n array[3] = this.c;\n array[4] = this.d;\n array[5] = 0;\n array[6] = this.tx;\n array[7] = this.ty;\n array[8] = 1;\n } else {\n array[0] = this.a;\n array[1] = this.c;\n array[2] = this.tx;\n array[3] = this.b;\n array[4] = this.d;\n array[5] = this.ty;\n array[6] = 0;\n array[7] = 0;\n array[8] = 1;\n }\n return array;\n }\n apply(pos, newPos) {\n newPos = newPos || new Point();\n const x = pos.x;\n const y = pos.y;\n newPos.x = this.a * x + this.c * y + this.tx;\n newPos.y = this.b * x + this.d * y + this.ty;\n return newPos;\n }\n applyInverse(pos, newPos) {\n newPos = newPos || new Point();\n const id = 1 / (this.a * this.d + this.c * -this.b);\n const x = pos.x;\n const y = pos.y;\n newPos.x = this.d * id * x + -this.c * id * y + (this.ty * this.c - this.tx * this.d) * id;\n newPos.y = this.a * id * y + -this.b * id * x + (-this.ty * this.a + this.tx * this.b) * id;\n return newPos;\n }\n translate(x, y) {\n this.tx += x;\n this.ty += y;\n return this;\n }\n scale(x, y) {\n this.a *= x;\n this.d *= y;\n this.c *= x;\n this.b *= y;\n this.tx *= x;\n this.ty *= y;\n return this;\n }\n rotate(angle) {\n const cos = Math.cos(angle);\n const sin = Math.sin(angle);\n const a1 = this.a;\n const c1 = this.c;\n const tx1 = this.tx;\n this.a = a1 * cos - this.b * sin;\n this.b = a1 * sin + this.b * cos;\n this.c = c1 * cos - this.d * sin;\n this.d = c1 * sin + this.d * cos;\n this.tx = tx1 * cos - this.ty * sin;\n this.ty = tx1 * sin + this.ty * cos;\n return this;\n }\n append(matrix) {\n const a1 = this.a;\n const b1 = this.b;\n const c1 = this.c;\n const d1 = this.d;\n this.a = matrix.a * a1 + matrix.b * c1;\n this.b = matrix.a * b1 + matrix.b * d1;\n this.c = matrix.c * a1 + matrix.d * c1;\n this.d = matrix.c * b1 + matrix.d * d1;\n this.tx = matrix.tx * a1 + matrix.ty * c1 + this.tx;\n this.ty = matrix.tx * b1 + matrix.ty * d1 + this.ty;\n return this;\n }\n setTransform(x, y, pivotX, pivotY, scaleX, scaleY, rotation, skewX, skewY) {\n this.a = Math.cos(rotation + skewY) * scaleX;\n this.b = Math.sin(rotation + skewY) * scaleX;\n this.c = -Math.sin(rotation - skewX) * scaleY;\n this.d = Math.cos(rotation - skewX) * scaleY;\n this.tx = x - (pivotX * this.a + pivotY * this.c);\n this.ty = y - (pivotX * this.b + pivotY * this.d);\n return this;\n }\n prepend(matrix) {\n const tx1 = this.tx;\n if (matrix.a !== 1 || matrix.b !== 0 || matrix.c !== 0 || matrix.d !== 1) {\n const a1 = this.a;\n const c1 = this.c;\n this.a = a1 * matrix.a + this.b * matrix.c;\n this.b = a1 * matrix.b + this.b * matrix.d;\n this.c = c1 * matrix.a + this.d * matrix.c;\n this.d = c1 * matrix.b + this.d * matrix.d;\n }\n this.tx = tx1 * matrix.a + this.ty * matrix.c + matrix.tx;\n this.ty = tx1 * matrix.b + this.ty * matrix.d + matrix.ty;\n return this;\n }\n decompose(transform) {\n const a = this.a;\n const b = this.b;\n const c = this.c;\n const d = this.d;\n const pivot = transform.pivot;\n const skewX = -Math.atan2(-c, d);\n const skewY = Math.atan2(b, a);\n const delta = Math.abs(skewX + skewY);\n if (delta < 1e-5 || Math.abs(PI_2 - delta) < 1e-5) {\n transform.rotation = skewY;\n transform.skew.x = transform.skew.y = 0;\n } else {\n transform.rotation = 0;\n transform.skew.x = skewX;\n transform.skew.y = skewY;\n }\n transform.scale.x = Math.sqrt(a * a + b * b);\n transform.scale.y = Math.sqrt(c * c + d * d);\n transform.position.x = this.tx + (pivot.x * a + pivot.y * c);\n transform.position.y = this.ty + (pivot.x * b + pivot.y * d);\n return transform;\n }\n invert() {\n const a1 = this.a;\n const b1 = this.b;\n const c1 = this.c;\n const d1 = this.d;\n const tx1 = this.tx;\n const n = a1 * d1 - b1 * c1;\n this.a = d1 / n;\n this.b = -b1 / n;\n this.c = -c1 / n;\n this.d = a1 / n;\n this.tx = (c1 * this.ty - d1 * tx1) / n;\n this.ty = -(a1 * this.ty - b1 * tx1) / n;\n return this;\n }\n identity() {\n this.a = 1;\n this.b = 0;\n this.c = 0;\n this.d = 1;\n this.tx = 0;\n this.ty = 0;\n return this;\n }\n clone() {\n const matrix = new Matrix();\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n }\n copyTo(matrix) {\n matrix.a = this.a;\n matrix.b = this.b;\n matrix.c = this.c;\n matrix.d = this.d;\n matrix.tx = this.tx;\n matrix.ty = this.ty;\n return matrix;\n }\n copyFrom(matrix) {\n this.a = matrix.a;\n this.b = matrix.b;\n this.c = matrix.c;\n this.d = matrix.d;\n this.tx = matrix.tx;\n this.ty = matrix.ty;\n return this;\n }\n static get IDENTITY() {\n return new Matrix();\n }\n static get TEMP_MATRIX() {\n return new Matrix();\n }\n}\n\nexport { Matrix };\n//# sourceMappingURL=Matrix.mjs.map\n","import { Matrix } from './Matrix.mjs';\n\nconst ux = [1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1];\nconst uy = [0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 1, 1, 0, -1, -1, -1];\nconst vx = [0, -1, -1, -1, 0, 1, 1, 1, 0, 1, 1, 1, 0, -1, -1, -1];\nconst vy = [1, 1, 0, -1, -1, -1, 0, 1, -1, -1, 0, 1, 1, 1, 0, -1];\nconst rotationCayley = [];\nconst rotationMatrices = [];\nconst signum = Math.sign;\nfunction init() {\n for (let i = 0; i < 16; i++) {\n const row = [];\n rotationCayley.push(row);\n for (let j = 0; j < 16; j++) {\n const _ux = signum(ux[i] * ux[j] + vx[i] * uy[j]);\n const _uy = signum(uy[i] * ux[j] + vy[i] * uy[j]);\n const _vx = signum(ux[i] * vx[j] + vx[i] * vy[j]);\n const _vy = signum(uy[i] * vx[j] + vy[i] * vy[j]);\n for (let k = 0; k < 16; k++) {\n if (ux[k] === _ux && uy[k] === _uy && vx[k] === _vx && vy[k] === _vy) {\n row.push(k);\n break;\n }\n }\n }\n }\n for (let i = 0; i < 16; i++) {\n const mat = new Matrix();\n mat.set(ux[i], uy[i], vx[i], vy[i], 0, 0);\n rotationMatrices.push(mat);\n }\n}\ninit();\nconst groupD8 = {\n E: 0,\n SE: 1,\n S: 2,\n SW: 3,\n W: 4,\n NW: 5,\n N: 6,\n NE: 7,\n MIRROR_VERTICAL: 8,\n MAIN_DIAGONAL: 10,\n MIRROR_HORIZONTAL: 12,\n REVERSE_DIAGONAL: 14,\n uX: (ind) => ux[ind],\n uY: (ind) => uy[ind],\n vX: (ind) => vx[ind],\n vY: (ind) => vy[ind],\n inv: (rotation) => {\n if (rotation & 8) {\n return rotation & 15;\n }\n return -rotation & 7;\n },\n add: (rotationSecond, rotationFirst) => rotationCayley[rotationSecond][rotationFirst],\n sub: (rotationSecond, rotationFirst) => rotationCayley[rotationSecond][groupD8.inv(rotationFirst)],\n rotate180: (rotation) => rotation ^ 4,\n isVertical: (rotation) => (rotation & 3) === 2,\n byDirection: (dx, dy) => {\n if (Math.abs(dx) * 2 <= Math.abs(dy)) {\n if (dy >= 0) {\n return groupD8.S;\n }\n return groupD8.N;\n } else if (Math.abs(dy) * 2 <= Math.abs(dx)) {\n if (dx > 0) {\n return groupD8.E;\n }\n return groupD8.W;\n } else if (dy > 0) {\n if (dx > 0) {\n return groupD8.SE;\n }\n return groupD8.SW;\n } else if (dx > 0) {\n return groupD8.NE;\n }\n return groupD8.NW;\n },\n matrixAppendRotationInv: (matrix, rotation, tx = 0, ty = 0) => {\n const mat = rotationMatrices[groupD8.inv(rotation)];\n mat.tx = tx;\n mat.ty = ty;\n matrix.append(mat);\n }\n};\n\nexport { groupD8 };\n//# sourceMappingURL=groupD8.mjs.map\n","import { ObservablePoint } from './ObservablePoint.mjs';\nimport { Matrix } from './Matrix.mjs';\n\nconst _Transform = class {\n constructor() {\n this.worldTransform = new Matrix();\n this.localTransform = new Matrix();\n this.position = new ObservablePoint(this.onChange, this, 0, 0);\n this.scale = new ObservablePoint(this.onChange, this, 1, 1);\n this.pivot = new ObservablePoint(this.onChange, this, 0, 0);\n this.skew = new ObservablePoint(this.updateSkew, this, 0, 0);\n this._rotation = 0;\n this._cx = 1;\n this._sx = 0;\n this._cy = 0;\n this._sy = 1;\n this._localID = 0;\n this._currentLocalID = 0;\n this._worldID = 0;\n this._parentID = 0;\n }\n onChange() {\n this._localID++;\n }\n updateSkew() {\n this._cx = Math.cos(this._rotation + this.skew.y);\n this._sx = Math.sin(this._rotation + this.skew.y);\n this._cy = -Math.sin(this._rotation - this.skew.x);\n this._sy = Math.cos(this._rotation - this.skew.x);\n this._localID++;\n }\n updateLocalTransform() {\n const lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - (this.pivot.x * lt.a + this.pivot.y * lt.c);\n lt.ty = this.position.y - (this.pivot.x * lt.b + this.pivot.y * lt.d);\n this._currentLocalID = this._localID;\n this._parentID = -1;\n }\n }\n updateTransform(parentTransform) {\n const lt = this.localTransform;\n if (this._localID !== this._currentLocalID) {\n lt.a = this._cx * this.scale.x;\n lt.b = this._sx * this.scale.x;\n lt.c = this._cy * this.scale.y;\n lt.d = this._sy * this.scale.y;\n lt.tx = this.position.x - (this.pivot.x * lt.a + this.pivot.y * lt.c);\n lt.ty = this.position.y - (this.pivot.x * lt.b + this.pivot.y * lt.d);\n this._currentLocalID = this._localID;\n this._parentID = -1;\n }\n if (this._parentID !== parentTransform._worldID) {\n const pt = parentTransform.worldTransform;\n const wt = this.worldTransform;\n wt.a = lt.a * pt.a + lt.b * pt.c;\n wt.b = lt.a * pt.b + lt.b * pt.d;\n wt.c = lt.c * pt.a + lt.d * pt.c;\n wt.d = lt.c * pt.b + lt.d * pt.d;\n wt.tx = lt.tx * pt.a + lt.ty * pt.c + pt.tx;\n wt.ty = lt.tx * pt.b + lt.ty * pt.d + pt.ty;\n this._parentID = parentTransform._worldID;\n this._worldID++;\n }\n }\n setFromMatrix(matrix) {\n matrix.decompose(this);\n this._localID++;\n }\n get rotation() {\n return this._rotation;\n }\n set rotation(value) {\n if (this._rotation !== value) {\n this._rotation = value;\n this.updateSkew();\n }\n }\n};\nlet Transform = _Transform;\nTransform.IDENTITY = new _Transform();\n\nexport { Transform };\n//# sourceMappingURL=Transform.mjs.map\n","class Runner {\n constructor(name) {\n this.items = [];\n this._name = name;\n this._aliasCount = 0;\n }\n emit(a0, a1, a2, a3, a4, a5, a6, a7) {\n if (arguments.length > 8) {\n throw new Error(\"max arguments reached\");\n }\n const { name, items } = this;\n this._aliasCount++;\n for (let i = 0, len = items.length; i < len; i++) {\n items[i][name](a0, a1, a2, a3, a4, a5, a6, a7);\n }\n if (items === this.items) {\n this._aliasCount--;\n }\n return this;\n }\n ensureNonAliasedItems() {\n if (this._aliasCount > 0 && this.items.length > 1) {\n this._aliasCount = 0;\n this.items = this.items.slice(0);\n }\n }\n add(item) {\n if (item[this._name]) {\n this.ensureNonAliasedItems();\n this.remove(item);\n this.items.push(item);\n }\n return this;\n }\n remove(item) {\n const index = this.items.indexOf(item);\n if (index !== -1) {\n this.ensureNonAliasedItems();\n this.items.splice(index, 1);\n }\n return this;\n }\n contains(item) {\n return this.items.includes(item);\n }\n removeAll() {\n this.ensureNonAliasedItems();\n this.items.length = 0;\n return this;\n }\n destroy() {\n this.removeAll();\n this.items = null;\n this._name = null;\n }\n get empty() {\n return this.items.length === 0;\n }\n get name() {\n return this._name;\n }\n}\nObject.defineProperties(Runner.prototype, {\n dispatch: { value: Runner.prototype.emit },\n run: { value: Runner.prototype.emit }\n});\n\nexport { Runner };\n//# sourceMappingURL=Runner.mjs.map\n","import { settings } from '@pixi/settings';\nexport { settings } from '@pixi/settings';\n\nsettings.TARGET_FPMS = 0.06;\n//# sourceMappingURL=settings.mjs.map\n","var UPDATE_PRIORITY = /* @__PURE__ */ ((UPDATE_PRIORITY2) => {\n UPDATE_PRIORITY2[UPDATE_PRIORITY2[\"HIGH\"] = 25] = \"HIGH\";\n UPDATE_PRIORITY2[UPDATE_PRIORITY2[\"NORMAL\"] = 0] = \"NORMAL\";\n UPDATE_PRIORITY2[UPDATE_PRIORITY2[\"LOW\"] = -25] = \"LOW\";\n UPDATE_PRIORITY2[UPDATE_PRIORITY2[\"UTILITY\"] = -50] = \"UTILITY\";\n return UPDATE_PRIORITY2;\n})(UPDATE_PRIORITY || {});\n\nexport { UPDATE_PRIORITY };\n//# sourceMappingURL=const.mjs.map\n","class TickerListener {\n constructor(fn, context = null, priority = 0, once = false) {\n this.next = null;\n this.previous = null;\n this._destroyed = false;\n this.fn = fn;\n this.context = context;\n this.priority = priority;\n this.once = once;\n }\n match(fn, context = null) {\n return this.fn === fn && this.context === context;\n }\n emit(deltaTime) {\n if (this.fn) {\n if (this.context) {\n this.fn.call(this.context, deltaTime);\n } else {\n this.fn(deltaTime);\n }\n }\n const redirect = this.next;\n if (this.once) {\n this.destroy(true);\n }\n if (this._destroyed) {\n this.next = null;\n }\n return redirect;\n }\n connect(previous) {\n this.previous = previous;\n if (previous.next) {\n previous.next.previous = this;\n }\n this.next = previous.next;\n previous.next = this;\n }\n destroy(hard = false) {\n this._destroyed = true;\n this.fn = null;\n this.context = null;\n if (this.previous) {\n this.previous.next = this.next;\n }\n if (this.next) {\n this.next.previous = this.previous;\n }\n const redirect = this.next;\n this.next = hard ? null : redirect;\n this.previous = null;\n return redirect;\n }\n}\n\nexport { TickerListener };\n//# sourceMappingURL=TickerListener.mjs.map\n","import './settings.mjs';\nimport { UPDATE_PRIORITY } from './const.mjs';\nimport { TickerListener } from './TickerListener.mjs';\nimport { settings } from '@pixi/settings';\n\nclass Ticker {\n constructor() {\n this.autoStart = false;\n this.deltaTime = 1;\n this.lastTime = -1;\n this.speed = 1;\n this.started = false;\n this._requestId = null;\n this._maxElapsedMS = 100;\n this._minElapsedMS = 0;\n this._protected = false;\n this._lastFrame = -1;\n this._head = new TickerListener(null, null, Infinity);\n this.deltaMS = 1 / settings.TARGET_FPMS;\n this.elapsedMS = 1 / settings.TARGET_FPMS;\n this._tick = (time) => {\n this._requestId = null;\n if (this.started) {\n this.update(time);\n if (this.started && this._requestId === null && this._head.next) {\n this._requestId = requestAnimationFrame(this._tick);\n }\n }\n };\n }\n _requestIfNeeded() {\n if (this._requestId === null && this._head.next) {\n this.lastTime = performance.now();\n this._lastFrame = this.lastTime;\n this._requestId = requestAnimationFrame(this._tick);\n }\n }\n _cancelIfNeeded() {\n if (this._requestId !== null) {\n cancelAnimationFrame(this._requestId);\n this._requestId = null;\n }\n }\n _startIfPossible() {\n if (this.started) {\n this._requestIfNeeded();\n } else if (this.autoStart) {\n this.start();\n }\n }\n add(fn, context, priority = UPDATE_PRIORITY.NORMAL) {\n return this._addListener(new TickerListener(fn, context, priority));\n }\n addOnce(fn, context, priority = UPDATE_PRIORITY.NORMAL) {\n return this._addListener(new TickerListener(fn, context, priority, true));\n }\n _addListener(listener) {\n let current = this._head.next;\n let previous = this._head;\n if (!current) {\n listener.connect(previous);\n } else {\n while (current) {\n if (listener.priority > current.priority) {\n listener.connect(previous);\n break;\n }\n previous = current;\n current = current.next;\n }\n if (!listener.previous) {\n listener.connect(previous);\n }\n }\n this._startIfPossible();\n return this;\n }\n remove(fn, context) {\n let listener = this._head.next;\n while (listener) {\n if (listener.match(fn, context)) {\n listener = listener.destroy();\n } else {\n listener = listener.next;\n }\n }\n if (!this._head.next) {\n this._cancelIfNeeded();\n }\n return this;\n }\n get count() {\n if (!this._head) {\n return 0;\n }\n let count = 0;\n let current = this._head;\n while (current = current.next) {\n count++;\n }\n return count;\n }\n start() {\n if (!this.started) {\n this.started = true;\n this._requestIfNeeded();\n }\n }\n stop() {\n if (this.started) {\n this.started = false;\n this._cancelIfNeeded();\n }\n }\n destroy() {\n if (!this._protected) {\n this.stop();\n let listener = this._head.next;\n while (listener) {\n listener = listener.destroy(true);\n }\n this._head.destroy();\n this._head = null;\n }\n }\n update(currentTime = performance.now()) {\n let elapsedMS;\n if (currentTime > this.lastTime) {\n elapsedMS = this.elapsedMS = currentTime - this.lastTime;\n if (elapsedMS > this._maxElapsedMS) {\n elapsedMS = this._maxElapsedMS;\n }\n elapsedMS *= this.speed;\n if (this._minElapsedMS) {\n const delta = currentTime - this._lastFrame | 0;\n if (delta < this._minElapsedMS) {\n return;\n }\n this._lastFrame = currentTime - delta % this._minElapsedMS;\n }\n this.deltaMS = elapsedMS;\n this.deltaTime = this.deltaMS * settings.TARGET_FPMS;\n const head = this._head;\n let listener = head.next;\n while (listener) {\n listener = listener.emit(this.deltaTime);\n }\n if (!head.next) {\n this._cancelIfNeeded();\n }\n } else {\n this.deltaTime = this.deltaMS = this.elapsedMS = 0;\n }\n this.lastTime = currentTime;\n }\n get FPS() {\n return 1e3 / this.elapsedMS;\n }\n get minFPS() {\n return 1e3 / this._maxElapsedMS;\n }\n set minFPS(fps) {\n const minFPS = Math.min(this.maxFPS, fps);\n const minFPMS = Math.min(Math.max(0, minFPS) / 1e3, settings.TARGET_FPMS);\n this._maxElapsedMS = 1 / minFPMS;\n }\n get maxFPS() {\n if (this._minElapsedMS) {\n return Math.round(1e3 / this._minElapsedMS);\n }\n return 0;\n }\n set maxFPS(fps) {\n if (fps === 0) {\n this._minElapsedMS = 0;\n } else {\n const maxFPS = Math.max(this.minFPS, fps);\n this._minElapsedMS = 1 / (maxFPS / 1e3);\n }\n }\n static get shared() {\n if (!Ticker._shared) {\n const shared = Ticker._shared = new Ticker();\n shared.autoStart = true;\n shared._protected = true;\n }\n return Ticker._shared;\n }\n static get system() {\n if (!Ticker._system) {\n const system = Ticker._system = new Ticker();\n system.autoStart = true;\n system._protected = true;\n }\n return Ticker._system;\n }\n}\n\nexport { Ticker };\n//# sourceMappingURL=Ticker.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\nimport { UPDATE_PRIORITY } from './const.mjs';\nimport { Ticker } from './Ticker.mjs';\n\nclass TickerPlugin {\n static init(options) {\n options = Object.assign({\n autoStart: true,\n sharedTicker: false\n }, options);\n Object.defineProperty(this, \"ticker\", {\n set(ticker) {\n if (this._ticker) {\n this._ticker.remove(this.render, this);\n }\n this._ticker = ticker;\n if (ticker) {\n ticker.add(this.render, this, UPDATE_PRIORITY.LOW);\n }\n },\n get() {\n return this._ticker;\n }\n });\n this.stop = () => {\n this._ticker.stop();\n };\n this.start = () => {\n this._ticker.start();\n };\n this._ticker = null;\n this.ticker = options.sharedTicker ? Ticker.shared : new Ticker();\n if (options.autoStart) {\n this.start();\n }\n }\n static destroy() {\n if (this._ticker) {\n const oldTicker = this._ticker;\n this.ticker = null;\n oldTicker.destroy();\n }\n }\n}\nTickerPlugin.extension = ExtensionType.Application;\nextensions.add(TickerPlugin);\n\nexport { TickerPlugin };\n//# sourceMappingURL=TickerPlugin.mjs.map\n","'use strict';\n\nvar has = Object.prototype.hasOwnProperty\n , prefix = '~';\n\n/**\n * Constructor to create a storage for our `EE` objects.\n * An `Events` instance is a plain object whose properties are event names.\n *\n * @constructor\n * @private\n */\nfunction Events() {}\n\n//\n// We try to not inherit from `Object.prototype`. In some engines creating an\n// instance in this way is faster than calling `Object.create(null)` directly.\n// If `Object.create(null)` is not supported we prefix the event names with a\n// character to make sure that the built-in object properties are not\n// overridden or used as an attack vector.\n//\nif (Object.create) {\n Events.prototype = Object.create(null);\n\n //\n // This hack is needed because the `__proto__` property is still inherited in\n // some old browsers like Android 4, iPhone 5.1, Opera 11 and Safari 5.\n //\n if (!new Events().__proto__) prefix = false;\n}\n\n/**\n * Representation of a single event listener.\n *\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} [once=false] Specify if the listener is a one-time listener.\n * @constructor\n * @private\n */\nfunction EE(fn, context, once) {\n this.fn = fn;\n this.context = context;\n this.once = once || false;\n}\n\n/**\n * Add a listener for a given event.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} context The context to invoke the listener with.\n * @param {Boolean} once Specify if the listener is a one-time listener.\n * @returns {EventEmitter}\n * @private\n */\nfunction addListener(emitter, event, fn, context, once) {\n if (typeof fn !== 'function') {\n throw new TypeError('The listener must be a function');\n }\n\n var listener = new EE(fn, context || emitter, once)\n , evt = prefix ? prefix + event : event;\n\n if (!emitter._events[evt]) emitter._events[evt] = listener, emitter._eventsCount++;\n else if (!emitter._events[evt].fn) emitter._events[evt].push(listener);\n else emitter._events[evt] = [emitter._events[evt], listener];\n\n return emitter;\n}\n\n/**\n * Clear event by name.\n *\n * @param {EventEmitter} emitter Reference to the `EventEmitter` instance.\n * @param {(String|Symbol)} evt The Event name.\n * @private\n */\nfunction clearEvent(emitter, evt) {\n if (--emitter._eventsCount === 0) emitter._events = new Events();\n else delete emitter._events[evt];\n}\n\n/**\n * Minimal `EventEmitter` interface that is molded against the Node.js\n * `EventEmitter` interface.\n *\n * @constructor\n * @public\n */\nfunction EventEmitter() {\n this._events = new Events();\n this._eventsCount = 0;\n}\n\n/**\n * Return an array listing the events for which the emitter has registered\n * listeners.\n *\n * @returns {Array}\n * @public\n */\nEventEmitter.prototype.eventNames = function eventNames() {\n var names = []\n , events\n , name;\n\n if (this._eventsCount === 0) return names;\n\n for (name in (events = this._events)) {\n if (has.call(events, name)) names.push(prefix ? name.slice(1) : name);\n }\n\n if (Object.getOwnPropertySymbols) {\n return names.concat(Object.getOwnPropertySymbols(events));\n }\n\n return names;\n};\n\n/**\n * Return the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Array} The registered listeners.\n * @public\n */\nEventEmitter.prototype.listeners = function listeners(event) {\n var evt = prefix ? prefix + event : event\n , handlers = this._events[evt];\n\n if (!handlers) return [];\n if (handlers.fn) return [handlers.fn];\n\n for (var i = 0, l = handlers.length, ee = new Array(l); i < l; i++) {\n ee[i] = handlers[i].fn;\n }\n\n return ee;\n};\n\n/**\n * Return the number of listeners listening to a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Number} The number of listeners.\n * @public\n */\nEventEmitter.prototype.listenerCount = function listenerCount(event) {\n var evt = prefix ? prefix + event : event\n , listeners = this._events[evt];\n\n if (!listeners) return 0;\n if (listeners.fn) return 1;\n return listeners.length;\n};\n\n/**\n * Calls each of the listeners registered for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @returns {Boolean} `true` if the event had listeners, else `false`.\n * @public\n */\nEventEmitter.prototype.emit = function emit(event, a1, a2, a3, a4, a5) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return false;\n\n var listeners = this._events[evt]\n , len = arguments.length\n , args\n , i;\n\n if (listeners.fn) {\n if (listeners.once) this.removeListener(event, listeners.fn, undefined, true);\n\n switch (len) {\n case 1: return listeners.fn.call(listeners.context), true;\n case 2: return listeners.fn.call(listeners.context, a1), true;\n case 3: return listeners.fn.call(listeners.context, a1, a2), true;\n case 4: return listeners.fn.call(listeners.context, a1, a2, a3), true;\n case 5: return listeners.fn.call(listeners.context, a1, a2, a3, a4), true;\n case 6: return listeners.fn.call(listeners.context, a1, a2, a3, a4, a5), true;\n }\n\n for (i = 1, args = new Array(len -1); i < len; i++) {\n args[i - 1] = arguments[i];\n }\n\n listeners.fn.apply(listeners.context, args);\n } else {\n var length = listeners.length\n , j;\n\n for (i = 0; i < length; i++) {\n if (listeners[i].once) this.removeListener(event, listeners[i].fn, undefined, true);\n\n switch (len) {\n case 1: listeners[i].fn.call(listeners[i].context); break;\n case 2: listeners[i].fn.call(listeners[i].context, a1); break;\n case 3: listeners[i].fn.call(listeners[i].context, a1, a2); break;\n case 4: listeners[i].fn.call(listeners[i].context, a1, a2, a3); break;\n default:\n if (!args) for (j = 1, args = new Array(len -1); j < len; j++) {\n args[j - 1] = arguments[j];\n }\n\n listeners[i].fn.apply(listeners[i].context, args);\n }\n }\n }\n\n return true;\n};\n\n/**\n * Add a listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.on = function on(event, fn, context) {\n return addListener(this, event, fn, context, false);\n};\n\n/**\n * Add a one-time listener for a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn The listener function.\n * @param {*} [context=this] The context to invoke the listener with.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.once = function once(event, fn, context) {\n return addListener(this, event, fn, context, true);\n};\n\n/**\n * Remove the listeners of a given event.\n *\n * @param {(String|Symbol)} event The event name.\n * @param {Function} fn Only remove the listeners that match this function.\n * @param {*} context Only remove the listeners that have this context.\n * @param {Boolean} once Only remove one-time listeners.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeListener = function removeListener(event, fn, context, once) {\n var evt = prefix ? prefix + event : event;\n\n if (!this._events[evt]) return this;\n if (!fn) {\n clearEvent(this, evt);\n return this;\n }\n\n var listeners = this._events[evt];\n\n if (listeners.fn) {\n if (\n listeners.fn === fn &&\n (!once || listeners.once) &&\n (!context || listeners.context === context)\n ) {\n clearEvent(this, evt);\n }\n } else {\n for (var i = 0, events = [], length = listeners.length; i < length; i++) {\n if (\n listeners[i].fn !== fn ||\n (once && !listeners[i].once) ||\n (context && listeners[i].context !== context)\n ) {\n events.push(listeners[i]);\n }\n }\n\n //\n // Reset the array, or remove it completely if we have no more listeners.\n //\n if (events.length) this._events[evt] = events.length === 1 ? events[0] : events;\n else clearEvent(this, evt);\n }\n\n return this;\n};\n\n/**\n * Remove all listeners, or those of the specified event.\n *\n * @param {(String|Symbol)} [event] The event name.\n * @returns {EventEmitter} `this`.\n * @public\n */\nEventEmitter.prototype.removeAllListeners = function removeAllListeners(event) {\n var evt;\n\n if (event) {\n evt = prefix ? prefix + event : event;\n if (this._events[evt]) clearEvent(this, evt);\n } else {\n this._events = new Events();\n this._eventsCount = 0;\n }\n\n return this;\n};\n\n//\n// Alias methods names because people roll like that.\n//\nEventEmitter.prototype.off = EventEmitter.prototype.removeListener;\nEventEmitter.prototype.addListener = EventEmitter.prototype.on;\n\n//\n// Expose the prefix.\n//\nEventEmitter.prefixed = prefix;\n\n//\n// Allow `EventEmitter` to be imported as module namespace.\n//\nEventEmitter.EventEmitter = EventEmitter;\n\n//\n// Expose the module.\n//\nif ('undefined' !== typeof module) {\n module.exports = EventEmitter;\n}\n","'use strict';\n\nmodule.exports = earcut;\nmodule.exports.default = earcut;\n\nfunction earcut(data, holeIndices, dim) {\n\n dim = dim || 2;\n\n var hasHoles = holeIndices && holeIndices.length,\n outerLen = hasHoles ? holeIndices[0] * dim : data.length,\n outerNode = linkedList(data, 0, outerLen, dim, true),\n triangles = [];\n\n if (!outerNode || outerNode.next === outerNode.prev) return triangles;\n\n var minX, minY, maxX, maxY, x, y, invSize;\n\n if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n if (data.length > 80 * dim) {\n minX = maxX = data[0];\n minY = maxY = data[1];\n\n for (var i = dim; i < outerLen; i += dim) {\n x = data[i];\n y = data[i + 1];\n if (x < minX) minX = x;\n if (y < minY) minY = y;\n if (x > maxX) maxX = x;\n if (y > maxY) maxY = y;\n }\n\n // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n invSize = Math.max(maxX - minX, maxY - minY);\n invSize = invSize !== 0 ? 32767 / invSize : 0;\n }\n\n earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);\n\n return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n var i, last;\n\n if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);\n } else {\n for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);\n }\n\n if (last && equals(last, last.next)) {\n removeNode(last);\n last = last.next;\n }\n\n return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n if (!start) return start;\n if (!end) end = start;\n\n var p = start,\n again;\n do {\n again = false;\n\n if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n removeNode(p);\n p = end = p.prev;\n if (p === p.next) break;\n again = true;\n\n } else {\n p = p.next;\n }\n } while (again || p !== end);\n\n return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n if (!ear) return;\n\n // interlink polygon nodes in z-order\n if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n\n var stop = ear,\n prev, next;\n\n // iterate through ears, slicing them one by one\n while (ear.prev !== ear.next) {\n prev = ear.prev;\n next = ear.next;\n\n if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n // cut off the triangle\n triangles.push(prev.i / dim | 0);\n triangles.push(ear.i / dim | 0);\n triangles.push(next.i / dim | 0);\n\n removeNode(ear);\n\n // skipping the next vertex leads to less sliver triangles\n ear = next.next;\n stop = next.next;\n\n continue;\n }\n\n ear = next;\n\n // if we looped through the whole remaining polygon and can't find any more ears\n if (ear === stop) {\n // try filtering points and slicing again\n if (!pass) {\n earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n\n // if this didn't work, try curing all small self-intersections locally\n } else if (pass === 1) {\n ear = cureLocalIntersections(filterPoints(ear), triangles, dim);\n earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n\n // as a last resort, try splitting the remaining polygon into two\n } else if (pass === 2) {\n splitEarcut(ear, triangles, dim, minX, minY, invSize);\n }\n\n break;\n }\n }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n // now make sure we don't have other points inside the potential ear\n var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n var p = c.next;\n while (p !== a) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) &&\n area(p.prev, p, p.next) >= 0) return false;\n p = p.next;\n }\n\n return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n var a = ear.prev,\n b = ear,\n c = ear.next;\n\n if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n // triangle bbox; min & max are calculated like this for speed\n var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),\n y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),\n x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),\n y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);\n\n // z-order range for the current triangle bbox;\n var minZ = zOrder(x0, y0, minX, minY, invSize),\n maxZ = zOrder(x1, y1, minX, minY, invSize);\n\n var p = ear.prevZ,\n n = ear.nextZ;\n\n // look for points inside the triangle in both directions\n while (p && p.z >= minZ && n && n.z <= maxZ) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n // look for remaining points in decreasing z-order\n while (p && p.z >= minZ) {\n if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n p = p.prevZ;\n }\n\n // look for remaining points in increasing z-order\n while (n && n.z <= maxZ) {\n if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n n = n.nextZ;\n }\n\n return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles, dim) {\n var p = start;\n do {\n var a = p.prev,\n b = p.next.next;\n\n if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n triangles.push(a.i / dim | 0);\n triangles.push(p.i / dim | 0);\n triangles.push(b.i / dim | 0);\n\n // remove two nodes involved\n removeNode(p);\n removeNode(p.next);\n\n p = start = b;\n }\n p = p.next;\n } while (p !== start);\n\n return filterPoints(p);\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n // look for a valid diagonal that divides the polygon into two\n var a = start;\n do {\n var b = a.next.next;\n while (b !== a.prev) {\n if (a.i !== b.i && isValidDiagonal(a, b)) {\n // split the polygon in two by the diagonal\n var c = splitPolygon(a, b);\n\n // filter colinear points around the cuts\n a = filterPoints(a, a.next);\n c = filterPoints(c, c.next);\n\n // run earcut on each half\n earcutLinked(a, triangles, dim, minX, minY, invSize, 0);\n earcutLinked(c, triangles, dim, minX, minY, invSize, 0);\n return;\n }\n b = b.next;\n }\n a = a.next;\n } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n var queue = [],\n i, len, start, end, list;\n\n for (i = 0, len = holeIndices.length; i < len; i++) {\n start = holeIndices[i] * dim;\n end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n list = linkedList(data, start, end, dim, false);\n if (list === list.next) list.steiner = true;\n queue.push(getLeftmost(list));\n }\n\n queue.sort(compareX);\n\n // process holes from left to right\n for (i = 0; i < queue.length; i++) {\n outerNode = eliminateHole(queue[i], outerNode);\n }\n\n return outerNode;\n}\n\nfunction compareX(a, b) {\n return a.x - b.x;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and and link it\nfunction eliminateHole(hole, outerNode) {\n var bridge = findHoleBridge(hole, outerNode);\n if (!bridge) {\n return outerNode;\n }\n\n var bridgeReverse = splitPolygon(bridge, hole);\n\n // filter collinear points around the cuts\n filterPoints(bridgeReverse, bridgeReverse.next);\n return filterPoints(bridge, bridge.next);\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n var p = outerNode,\n hx = hole.x,\n hy = hole.y,\n qx = -Infinity,\n m;\n\n // find a segment intersected by a ray from the hole's leftmost point to the left;\n // segment's endpoint with lesser x will be potential connection point\n do {\n if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n if (x <= hx && x > qx) {\n qx = x;\n m = p.x < p.next.x ? p : p.next;\n if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint\n }\n }\n p = p.next;\n } while (p !== outerNode);\n\n if (!m) return null;\n\n // look for points inside the triangle of hole point, segment intersection and endpoint;\n // if there are no points found, we have a valid connection;\n // otherwise choose the point of the minimum angle with the ray as connection point\n\n var stop = m,\n mx = m.x,\n my = m.y,\n tanMin = Infinity,\n tan;\n\n p = m;\n\n do {\n if (hx >= p.x && p.x >= mx && hx !== p.x &&\n pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n if (locallyInside(p, hole) &&\n (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {\n m = p;\n tanMin = tan;\n }\n }\n\n p = p.next;\n } while (p !== stop);\n\n return m;\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector(m, p) {\n return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, invSize) {\n var p = start;\n do {\n if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n p.prevZ = p.prev;\n p.nextZ = p.next;\n p = p.next;\n } while (p !== start);\n\n p.prevZ.nextZ = null;\n p.prevZ = null;\n\n sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n var i, p, q, e, tail, numMerges, pSize, qSize,\n inSize = 1;\n\n do {\n p = list;\n list = null;\n tail = null;\n numMerges = 0;\n\n while (p) {\n numMerges++;\n q = p;\n pSize = 0;\n for (i = 0; i < inSize; i++) {\n pSize++;\n q = q.nextZ;\n if (!q) break;\n }\n qSize = inSize;\n\n while (pSize > 0 || (qSize > 0 && q)) {\n\n if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n e = p;\n p = p.nextZ;\n pSize--;\n } else {\n e = q;\n q = q.nextZ;\n qSize--;\n }\n\n if (tail) tail.nextZ = e;\n else list = e;\n\n e.prevZ = tail;\n tail = e;\n }\n\n p = q;\n }\n\n tail.nextZ = null;\n inSize *= 2;\n\n } while (numMerges > 1);\n\n return list;\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder(x, y, minX, minY, invSize) {\n // coords are transformed into non-negative 15-bit integer range\n x = (x - minX) * invSize | 0;\n y = (y - minY) * invSize | 0;\n\n x = (x | (x << 8)) & 0x00FF00FF;\n x = (x | (x << 4)) & 0x0F0F0F0F;\n x = (x | (x << 2)) & 0x33333333;\n x = (x | (x << 1)) & 0x55555555;\n\n y = (y | (y << 8)) & 0x00FF00FF;\n y = (y | (y << 4)) & 0x0F0F0F0F;\n y = (y | (y << 2)) & 0x33333333;\n y = (y | (y << 1)) & 0x55555555;\n\n return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n var p = start,\n leftmost = start;\n do {\n if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;\n p = p.next;\n } while (p !== start);\n\n return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&\n (ax - px) * (by - py) >= (bx - px) * (ay - py) &&\n (bx - px) * (cy - py) >= (cx - px) * (by - py);\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges\n (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible\n (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors\n equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n var o1 = sign(area(p1, q1, p2));\n var o2 = sign(area(p1, q1, q2));\n var o3 = sign(area(p2, q2, p1));\n var o4 = sign(area(p2, q2, q1));\n\n if (o1 !== o2 && o3 !== o4) return true; // general case\n\n if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n return false;\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment(p, q, r) {\n return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\n\nfunction sign(num) {\n return num > 0 ? 1 : num < 0 ? -1 : 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n var p = a;\n do {\n if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n intersects(p, p.next, a, b)) return true;\n p = p.next;\n } while (p !== a);\n\n return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n return area(a.prev, a, a.next) < 0 ?\n area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n var p = a,\n inside = false,\n px = (a.x + b.x) / 2,\n py = (a.y + b.y) / 2;\n do {\n if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&\n (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n inside = !inside;\n p = p.next;\n } while (p !== a);\n\n return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n var a2 = new Node(a.i, a.x, a.y),\n b2 = new Node(b.i, b.x, b.y),\n an = a.next,\n bp = b.prev;\n\n a.next = b;\n b.prev = a;\n\n a2.next = an;\n an.prev = a2;\n\n b2.next = a2;\n a2.prev = b2;\n\n bp.next = b2;\n b2.prev = bp;\n\n return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n var p = new Node(i, x, y);\n\n if (!last) {\n p.prev = p;\n p.next = p;\n\n } else {\n p.next = last.next;\n p.prev = last;\n last.next.prev = p;\n last.next = p;\n }\n return p;\n}\n\nfunction removeNode(p) {\n p.next.prev = p.prev;\n p.prev.next = p.next;\n\n if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction Node(i, x, y) {\n // vertex index in coordinates array\n this.i = i;\n\n // vertex coordinates\n this.x = x;\n this.y = y;\n\n // previous and next vertex nodes in a polygon ring\n this.prev = null;\n this.next = null;\n\n // z-order curve value\n this.z = 0;\n\n // previous and next nodes in z-order\n this.prevZ = null;\n this.nextZ = null;\n\n // indicates whether this is a steiner point\n this.steiner = false;\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nearcut.deviation = function (data, holeIndices, dim, triangles) {\n var hasHoles = holeIndices && holeIndices.length;\n var outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n if (hasHoles) {\n for (var i = 0, len = holeIndices.length; i < len; i++) {\n var start = holeIndices[i] * dim;\n var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n polygonArea -= Math.abs(signedArea(data, start, end, dim));\n }\n }\n\n var trianglesArea = 0;\n for (i = 0; i < triangles.length; i += 3) {\n var a = triangles[i] * dim;\n var b = triangles[i + 1] * dim;\n var c = triangles[i + 2] * dim;\n trianglesArea += Math.abs(\n (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n }\n\n return polygonArea === 0 && trianglesArea === 0 ? 0 :\n Math.abs((trianglesArea - polygonArea) / polygonArea);\n};\n\nfunction signedArea(data, start, end, dim) {\n var sum = 0;\n for (var i = start, j = end - dim; i < end; i += dim) {\n sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n j = i;\n }\n return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nearcut.flatten = function (data) {\n var dim = data[0][0].length,\n result = {vertices: [], holes: [], dimensions: dim},\n holeIndex = 0;\n\n for (var i = 0; i < data.length; i++) {\n for (var j = 0; j < data[i].length; j++) {\n for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);\n }\n if (i > 0) {\n holeIndex += data[i - 1].length;\n result.holes.push(holeIndex);\n }\n }\n return result;\n};\n","/*! https://mths.be/punycode v1.3.2 by @mathias */\n;(function(root) {\n\n\t/** Detect free variables */\n\tvar freeExports = typeof exports == 'object' && exports &&\n\t\t!exports.nodeType && exports;\n\tvar freeModule = typeof module == 'object' && module &&\n\t\t!module.nodeType && module;\n\tvar freeGlobal = typeof global == 'object' && global;\n\tif (\n\t\tfreeGlobal.global === freeGlobal ||\n\t\tfreeGlobal.window === freeGlobal ||\n\t\tfreeGlobal.self === freeGlobal\n\t) {\n\t\troot = freeGlobal;\n\t}\n\n\t/**\n\t * The `punycode` object.\n\t * @name punycode\n\t * @type Object\n\t */\n\tvar punycode,\n\n\t/** Highest positive signed 32-bit float value */\n\tmaxInt = 2147483647, // aka. 0x7FFFFFFF or 2^31-1\n\n\t/** Bootstring parameters */\n\tbase = 36,\n\ttMin = 1,\n\ttMax = 26,\n\tskew = 38,\n\tdamp = 700,\n\tinitialBias = 72,\n\tinitialN = 128, // 0x80\n\tdelimiter = '-', // '\\x2D'\n\n\t/** Regular expressions */\n\tregexPunycode = /^xn--/,\n\tregexNonASCII = /[^\\x20-\\x7E]/, // unprintable ASCII chars + non-ASCII chars\n\tregexSeparators = /[\\x2E\\u3002\\uFF0E\\uFF61]/g, // RFC 3490 separators\n\n\t/** Error messages */\n\terrors = {\n\t\t'overflow': 'Overflow: input needs wider integers to process',\n\t\t'not-basic': 'Illegal input >= 0x80 (not a basic code point)',\n\t\t'invalid-input': 'Invalid input'\n\t},\n\n\t/** Convenience shortcuts */\n\tbaseMinusTMin = base - tMin,\n\tfloor = Math.floor,\n\tstringFromCharCode = String.fromCharCode,\n\n\t/** Temporary variable */\n\tkey;\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/**\n\t * A generic error utility function.\n\t * @private\n\t * @param {String} type The error type.\n\t * @returns {Error} Throws a `RangeError` with the applicable error message.\n\t */\n\tfunction error(type) {\n\t\tthrow RangeError(errors[type]);\n\t}\n\n\t/**\n\t * A generic `Array#map` utility function.\n\t * @private\n\t * @param {Array} array The array to iterate over.\n\t * @param {Function} callback The function that gets called for every array\n\t * item.\n\t * @returns {Array} A new array of values returned by the callback function.\n\t */\n\tfunction map(array, fn) {\n\t\tvar length = array.length;\n\t\tvar result = [];\n\t\twhile (length--) {\n\t\t\tresult[length] = fn(array[length]);\n\t\t}\n\t\treturn result;\n\t}\n\n\t/**\n\t * A simple `Array#map`-like wrapper to work with domain name strings or email\n\t * addresses.\n\t * @private\n\t * @param {String} domain The domain name or email address.\n\t * @param {Function} callback The function that gets called for every\n\t * character.\n\t * @returns {Array} A new string of characters returned by the callback\n\t * function.\n\t */\n\tfunction mapDomain(string, fn) {\n\t\tvar parts = string.split('@');\n\t\tvar result = '';\n\t\tif (parts.length > 1) {\n\t\t\t// In email addresses, only the domain name should be punycoded. Leave\n\t\t\t// the local part (i.e. everything up to `@`) intact.\n\t\t\tresult = parts[0] + '@';\n\t\t\tstring = parts[1];\n\t\t}\n\t\t// Avoid `split(regex)` for IE8 compatibility. See #17.\n\t\tstring = string.replace(regexSeparators, '\\x2E');\n\t\tvar labels = string.split('.');\n\t\tvar encoded = map(labels, fn).join('.');\n\t\treturn result + encoded;\n\t}\n\n\t/**\n\t * Creates an array containing the numeric code points of each Unicode\n\t * character in the string. While JavaScript uses UCS-2 internally,\n\t * this function will convert a pair of surrogate halves (each of which\n\t * UCS-2 exposes as separate characters) into a single code point,\n\t * matching UTF-16.\n\t * @see `punycode.ucs2.encode`\n\t * @see <https://mathiasbynens.be/notes/javascript-encoding>\n\t * @memberOf punycode.ucs2\n\t * @name decode\n\t * @param {String} string The Unicode input string (UCS-2).\n\t * @returns {Array} The new array of code points.\n\t */\n\tfunction ucs2decode(string) {\n\t\tvar output = [],\n\t\t counter = 0,\n\t\t length = string.length,\n\t\t value,\n\t\t extra;\n\t\twhile (counter < length) {\n\t\t\tvalue = string.charCodeAt(counter++);\n\t\t\tif (value >= 0xD800 && value <= 0xDBFF && counter < length) {\n\t\t\t\t// high surrogate, and there is a next character\n\t\t\t\textra = string.charCodeAt(counter++);\n\t\t\t\tif ((extra & 0xFC00) == 0xDC00) { // low surrogate\n\t\t\t\t\toutput.push(((value & 0x3FF) << 10) + (extra & 0x3FF) + 0x10000);\n\t\t\t\t} else {\n\t\t\t\t\t// unmatched surrogate; only append this code unit, in case the next\n\t\t\t\t\t// code unit is the high surrogate of a surrogate pair\n\t\t\t\t\toutput.push(value);\n\t\t\t\t\tcounter--;\n\t\t\t\t}\n\t\t\t} else {\n\t\t\t\toutput.push(value);\n\t\t\t}\n\t\t}\n\t\treturn output;\n\t}\n\n\t/**\n\t * Creates a string based on an array of numeric code points.\n\t * @see `punycode.ucs2.decode`\n\t * @memberOf punycode.ucs2\n\t * @name encode\n\t * @param {Array} codePoints The array of numeric code points.\n\t * @returns {String} The new Unicode string (UCS-2).\n\t */\n\tfunction ucs2encode(array) {\n\t\treturn map(array, function(value) {\n\t\t\tvar output = '';\n\t\t\tif (value > 0xFFFF) {\n\t\t\t\tvalue -= 0x10000;\n\t\t\t\toutput += stringFromCharCode(value >>> 10 & 0x3FF | 0xD800);\n\t\t\t\tvalue = 0xDC00 | value & 0x3FF;\n\t\t\t}\n\t\t\toutput += stringFromCharCode(value);\n\t\t\treturn output;\n\t\t}).join('');\n\t}\n\n\t/**\n\t * Converts a basic code point into a digit/integer.\n\t * @see `digitToBasic()`\n\t * @private\n\t * @param {Number} codePoint The basic numeric code point value.\n\t * @returns {Number} The numeric value of a basic code point (for use in\n\t * representing integers) in the range `0` to `base - 1`, or `base` if\n\t * the code point does not represent a value.\n\t */\n\tfunction basicToDigit(codePoint) {\n\t\tif (codePoint - 48 < 10) {\n\t\t\treturn codePoint - 22;\n\t\t}\n\t\tif (codePoint - 65 < 26) {\n\t\t\treturn codePoint - 65;\n\t\t}\n\t\tif (codePoint - 97 < 26) {\n\t\t\treturn codePoint - 97;\n\t\t}\n\t\treturn base;\n\t}\n\n\t/**\n\t * Converts a digit/integer into a basic code point.\n\t * @see `basicToDigit()`\n\t * @private\n\t * @param {Number} digit The numeric value of a basic code point.\n\t * @returns {Number} The basic code point whose value (when used for\n\t * representing integers) is `digit`, which needs to be in the range\n\t * `0` to `base - 1`. If `flag` is non-zero, the uppercase form is\n\t * used; else, the lowercase form is used. The behavior is undefined\n\t * if `flag` is non-zero and `digit` has no uppercase form.\n\t */\n\tfunction digitToBasic(digit, flag) {\n\t\t// 0..25 map to ASCII a..z or A..Z\n\t\t// 26..35 map to ASCII 0..9\n\t\treturn digit + 22 + 75 * (digit < 26) - ((flag != 0) << 5);\n\t}\n\n\t/**\n\t * Bias adaptation function as per section 3.4 of RFC 3492.\n\t * http://tools.ietf.org/html/rfc3492#section-3.4\n\t * @private\n\t */\n\tfunction adapt(delta, numPoints, firstTime) {\n\t\tvar k = 0;\n\t\tdelta = firstTime ? floor(delta / damp) : delta >> 1;\n\t\tdelta += floor(delta / numPoints);\n\t\tfor (/* no initialization */; delta > baseMinusTMin * tMax >> 1; k += base) {\n\t\t\tdelta = floor(delta / baseMinusTMin);\n\t\t}\n\t\treturn floor(k + (baseMinusTMin + 1) * delta / (delta + skew));\n\t}\n\n\t/**\n\t * Converts a Punycode string of ASCII-only symbols to a string of Unicode\n\t * symbols.\n\t * @memberOf punycode\n\t * @param {String} input The Punycode string of ASCII-only symbols.\n\t * @returns {String} The resulting string of Unicode symbols.\n\t */\n\tfunction decode(input) {\n\t\t// Don't use UCS-2\n\t\tvar output = [],\n\t\t inputLength = input.length,\n\t\t out,\n\t\t i = 0,\n\t\t n = initialN,\n\t\t bias = initialBias,\n\t\t basic,\n\t\t j,\n\t\t index,\n\t\t oldi,\n\t\t w,\n\t\t k,\n\t\t digit,\n\t\t t,\n\t\t /** Cached calculation results */\n\t\t baseMinusT;\n\n\t\t// Handle the basic code points: let `basic` be the number of input code\n\t\t// points before the last delimiter, or `0` if there is none, then copy\n\t\t// the first basic code points to the output.\n\n\t\tbasic = input.lastIndexOf(delimiter);\n\t\tif (basic < 0) {\n\t\t\tbasic = 0;\n\t\t}\n\n\t\tfor (j = 0; j < basic; ++j) {\n\t\t\t// if it's not a basic code point\n\t\t\tif (input.charCodeAt(j) >= 0x80) {\n\t\t\t\terror('not-basic');\n\t\t\t}\n\t\t\toutput.push(input.charCodeAt(j));\n\t\t}\n\n\t\t// Main decoding loop: start just after the last delimiter if any basic code\n\t\t// points were copied; start at the beginning otherwise.\n\n\t\tfor (index = basic > 0 ? basic + 1 : 0; index < inputLength; /* no final expression */) {\n\n\t\t\t// `index` is the index of the next character to be consumed.\n\t\t\t// Decode a generalized variable-length integer into `delta`,\n\t\t\t// which gets added to `i`. The overflow checking is easier\n\t\t\t// if we increase `i` as we go, then subtract off its starting\n\t\t\t// value at the end to obtain `delta`.\n\t\t\tfor (oldi = i, w = 1, k = base; /* no condition */; k += base) {\n\n\t\t\t\tif (index >= inputLength) {\n\t\t\t\t\terror('invalid-input');\n\t\t\t\t}\n\n\t\t\t\tdigit = basicToDigit(input.charCodeAt(index++));\n\n\t\t\t\tif (digit >= base || digit > floor((maxInt - i) / w)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\ti += digit * w;\n\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\n\t\t\t\tif (digit < t) {\n\t\t\t\t\tbreak;\n\t\t\t\t}\n\n\t\t\t\tbaseMinusT = base - t;\n\t\t\t\tif (w > floor(maxInt / baseMinusT)) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tw *= baseMinusT;\n\n\t\t\t}\n\n\t\t\tout = output.length + 1;\n\t\t\tbias = adapt(i - oldi, out, oldi == 0);\n\n\t\t\t// `i` was supposed to wrap around from `out` to `0`,\n\t\t\t// incrementing `n` each time, so we'll fix that now:\n\t\t\tif (floor(i / out) > maxInt - n) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tn += floor(i / out);\n\t\t\ti %= out;\n\n\t\t\t// Insert `n` at position `i` of the output\n\t\t\toutput.splice(i++, 0, n);\n\n\t\t}\n\n\t\treturn ucs2encode(output);\n\t}\n\n\t/**\n\t * Converts a string of Unicode symbols (e.g. a domain name label) to a\n\t * Punycode string of ASCII-only symbols.\n\t * @memberOf punycode\n\t * @param {String} input The string of Unicode symbols.\n\t * @returns {String} The resulting Punycode string of ASCII-only symbols.\n\t */\n\tfunction encode(input) {\n\t\tvar n,\n\t\t delta,\n\t\t handledCPCount,\n\t\t basicLength,\n\t\t bias,\n\t\t j,\n\t\t m,\n\t\t q,\n\t\t k,\n\t\t t,\n\t\t currentValue,\n\t\t output = [],\n\t\t /** `inputLength` will hold the number of code points in `input`. */\n\t\t inputLength,\n\t\t /** Cached calculation results */\n\t\t handledCPCountPlusOne,\n\t\t baseMinusT,\n\t\t qMinusT;\n\n\t\t// Convert the input in UCS-2 to Unicode\n\t\tinput = ucs2decode(input);\n\n\t\t// Cache the length\n\t\tinputLength = input.length;\n\n\t\t// Initialize the state\n\t\tn = initialN;\n\t\tdelta = 0;\n\t\tbias = initialBias;\n\n\t\t// Handle the basic code points\n\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\tcurrentValue = input[j];\n\t\t\tif (currentValue < 0x80) {\n\t\t\t\toutput.push(stringFromCharCode(currentValue));\n\t\t\t}\n\t\t}\n\n\t\thandledCPCount = basicLength = output.length;\n\n\t\t// `handledCPCount` is the number of code points that have been handled;\n\t\t// `basicLength` is the number of basic code points.\n\n\t\t// Finish the basic string - if it is not empty - with a delimiter\n\t\tif (basicLength) {\n\t\t\toutput.push(delimiter);\n\t\t}\n\n\t\t// Main encoding loop:\n\t\twhile (handledCPCount < inputLength) {\n\n\t\t\t// All non-basic code points < n have been handled already. Find the next\n\t\t\t// larger one:\n\t\t\tfor (m = maxInt, j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\t\t\t\tif (currentValue >= n && currentValue < m) {\n\t\t\t\t\tm = currentValue;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t// Increase `delta` enough to advance the decoder's <n,i> state to <m,0>,\n\t\t\t// but guard against overflow\n\t\t\thandledCPCountPlusOne = handledCPCount + 1;\n\t\t\tif (m - n > floor((maxInt - delta) / handledCPCountPlusOne)) {\n\t\t\t\terror('overflow');\n\t\t\t}\n\n\t\t\tdelta += (m - n) * handledCPCountPlusOne;\n\t\t\tn = m;\n\n\t\t\tfor (j = 0; j < inputLength; ++j) {\n\t\t\t\tcurrentValue = input[j];\n\n\t\t\t\tif (currentValue < n && ++delta > maxInt) {\n\t\t\t\t\terror('overflow');\n\t\t\t\t}\n\n\t\t\t\tif (currentValue == n) {\n\t\t\t\t\t// Represent delta as a generalized variable-length integer\n\t\t\t\t\tfor (q = delta, k = base; /* no condition */; k += base) {\n\t\t\t\t\t\tt = k <= bias ? tMin : (k >= bias + tMax ? tMax : k - bias);\n\t\t\t\t\t\tif (q < t) {\n\t\t\t\t\t\t\tbreak;\n\t\t\t\t\t\t}\n\t\t\t\t\t\tqMinusT = q - t;\n\t\t\t\t\t\tbaseMinusT = base - t;\n\t\t\t\t\t\toutput.push(\n\t\t\t\t\t\t\tstringFromCharCode(digitToBasic(t + qMinusT % baseMinusT, 0))\n\t\t\t\t\t\t);\n\t\t\t\t\t\tq = floor(qMinusT / baseMinusT);\n\t\t\t\t\t}\n\n\t\t\t\t\toutput.push(stringFromCharCode(digitToBasic(q, 0)));\n\t\t\t\t\tbias = adapt(delta, handledCPCountPlusOne, handledCPCount == basicLength);\n\t\t\t\t\tdelta = 0;\n\t\t\t\t\t++handledCPCount;\n\t\t\t\t}\n\t\t\t}\n\n\t\t\t++delta;\n\t\t\t++n;\n\n\t\t}\n\t\treturn output.join('');\n\t}\n\n\t/**\n\t * Converts a Punycode string representing a domain name or an email address\n\t * to Unicode. Only the Punycoded parts of the input will be converted, i.e.\n\t * it doesn't matter if you call it on a string that has already been\n\t * converted to Unicode.\n\t * @memberOf punycode\n\t * @param {String} input The Punycoded domain name or email address to\n\t * convert to Unicode.\n\t * @returns {String} The Unicode representation of the given Punycode\n\t * string.\n\t */\n\tfunction toUnicode(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexPunycode.test(string)\n\t\t\t\t? decode(string.slice(4).toLowerCase())\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/**\n\t * Converts a Unicode string representing a domain name or an email address to\n\t * Punycode. Only the non-ASCII parts of the domain name will be converted,\n\t * i.e. it doesn't matter if you call it with a domain that's already in\n\t * ASCII.\n\t * @memberOf punycode\n\t * @param {String} input The domain name or email address to convert, as a\n\t * Unicode string.\n\t * @returns {String} The Punycode representation of the given domain name or\n\t * email address.\n\t */\n\tfunction toASCII(input) {\n\t\treturn mapDomain(input, function(string) {\n\t\t\treturn regexNonASCII.test(string)\n\t\t\t\t? 'xn--' + encode(string)\n\t\t\t\t: string;\n\t\t});\n\t}\n\n\t/*--------------------------------------------------------------------------*/\n\n\t/** Define the public API */\n\tpunycode = {\n\t\t/**\n\t\t * A string representing the current Punycode.js version number.\n\t\t * @memberOf punycode\n\t\t * @type String\n\t\t */\n\t\t'version': '1.3.2',\n\t\t/**\n\t\t * An object of methods to convert from JavaScript's internal character\n\t\t * representation (UCS-2) to Unicode code points, and back.\n\t\t * @see <https://mathiasbynens.be/notes/javascript-encoding>\n\t\t * @memberOf punycode\n\t\t * @type Object\n\t\t */\n\t\t'ucs2': {\n\t\t\t'decode': ucs2decode,\n\t\t\t'encode': ucs2encode\n\t\t},\n\t\t'decode': decode,\n\t\t'encode': encode,\n\t\t'toASCII': toASCII,\n\t\t'toUnicode': toUnicode\n\t};\n\n\t/** Expose `punycode` */\n\t// Some AMD build optimizers, like r.js, check for specific condition patterns\n\t// like the following:\n\tif (\n\t\ttypeof define == 'function' &&\n\t\ttypeof define.amd == 'object' &&\n\t\tdefine.amd\n\t) {\n\t\tdefine('punycode', function() {\n\t\t\treturn punycode;\n\t\t});\n\t} else if (freeExports && freeModule) {\n\t\tif (module.exports == freeExports) { // in Node.js or RingoJS v0.8.0+\n\t\t\tfreeModule.exports = punycode;\n\t\t} else { // in Narwhal or RingoJS v0.7.0-\n\t\t\tfor (key in punycode) {\n\t\t\t\tpunycode.hasOwnProperty(key) && (freeExports[key] = punycode[key]);\n\t\t\t}\n\t\t}\n\t} else { // in Rhino or a web browser\n\t\troot.punycode = punycode;\n\t}\n\n}(this));\n","'use strict';\n\nmodule.exports = {\n isString: function(arg) {\n return typeof(arg) === 'string';\n },\n isObject: function(arg) {\n return typeof(arg) === 'object' && arg !== null;\n },\n isNull: function(arg) {\n return arg === null;\n },\n isNullOrUndefined: function(arg) {\n return arg == null;\n }\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\n// If obj.hasOwnProperty has been overridden, then calling\n// obj.hasOwnProperty(prop) will break.\n// See: https://github.com/joyent/node/issues/1707\nfunction hasOwnProperty(obj, prop) {\n return Object.prototype.hasOwnProperty.call(obj, prop);\n}\n\nmodule.exports = function(qs, sep, eq, options) {\n sep = sep || '&';\n eq = eq || '=';\n var obj = {};\n\n if (typeof qs !== 'string' || qs.length === 0) {\n return obj;\n }\n\n var regexp = /\\+/g;\n qs = qs.split(sep);\n\n var maxKeys = 1000;\n if (options && typeof options.maxKeys === 'number') {\n maxKeys = options.maxKeys;\n }\n\n var len = qs.length;\n // maxKeys <= 0 means that we should not limit keys count\n if (maxKeys > 0 && len > maxKeys) {\n len = maxKeys;\n }\n\n for (var i = 0; i < len; ++i) {\n var x = qs[i].replace(regexp, '%20'),\n idx = x.indexOf(eq),\n kstr, vstr, k, v;\n\n if (idx >= 0) {\n kstr = x.substr(0, idx);\n vstr = x.substr(idx + 1);\n } else {\n kstr = x;\n vstr = '';\n }\n\n k = decodeURIComponent(kstr);\n v = decodeURIComponent(vstr);\n\n if (!hasOwnProperty(obj, k)) {\n obj[k] = v;\n } else if (Array.isArray(obj[k])) {\n obj[k].push(v);\n } else {\n obj[k] = [obj[k], v];\n }\n }\n\n return obj;\n};\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\nvar stringifyPrimitive = function(v) {\n switch (typeof v) {\n case 'string':\n return v;\n\n case 'boolean':\n return v ? 'true' : 'false';\n\n case 'number':\n return isFinite(v) ? v : '';\n\n default:\n return '';\n }\n};\n\nmodule.exports = function(obj, sep, eq, name) {\n sep = sep || '&';\n eq = eq || '=';\n if (obj === null) {\n obj = undefined;\n }\n\n if (typeof obj === 'object') {\n return Object.keys(obj).map(function(k) {\n var ks = encodeURIComponent(stringifyPrimitive(k)) + eq;\n if (Array.isArray(obj[k])) {\n return obj[k].map(function(v) {\n return ks + encodeURIComponent(stringifyPrimitive(v));\n }).join(sep);\n } else {\n return ks + encodeURIComponent(stringifyPrimitive(obj[k]));\n }\n }).join(sep);\n\n }\n\n if (!name) return '';\n return encodeURIComponent(stringifyPrimitive(name)) + eq +\n encodeURIComponent(stringifyPrimitive(obj));\n};\n","'use strict';\n\nexports.decode = exports.parse = require('./decode');\nexports.encode = exports.stringify = require('./encode');\n","// Copyright Joyent, Inc. and other Node contributors.\n//\n// Permission is hereby granted, free of charge, to any person obtaining a\n// copy of this software and associated documentation files (the\n// \"Software\"), to deal in the Software without restriction, including\n// without limitation the rights to use, copy, modify, merge, publish,\n// distribute, sublicense, and/or sell copies of the Software, and to permit\n// persons to whom the Software is furnished to do so, subject to the\n// following conditions:\n//\n// The above copyright notice and this permission notice shall be included\n// in all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS\n// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF\n// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN\n// NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,\n// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR\n// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE\n// USE OR OTHER DEALINGS IN THE SOFTWARE.\n\n'use strict';\n\nvar punycode = require('punycode');\nvar util = require('./util');\n\nexports.parse = urlParse;\nexports.resolve = urlResolve;\nexports.resolveObject = urlResolveObject;\nexports.format = urlFormat;\n\nexports.Url = Url;\n\nfunction Url() {\n this.protocol = null;\n this.slashes = null;\n this.auth = null;\n this.host = null;\n this.port = null;\n this.hostname = null;\n this.hash = null;\n this.search = null;\n this.query = null;\n this.pathname = null;\n this.path = null;\n this.href = null;\n}\n\n// Reference: RFC 3986, RFC 1808, RFC 2396\n\n// define these here so at least they only have to be\n// compiled once on the first module load.\nvar protocolPattern = /^([a-z0-9.+-]+:)/i,\n portPattern = /:[0-9]*$/,\n\n // Special case for a simple path URL\n simplePathPattern = /^(\\/\\/?(?!\\/)[^\\?\\s]*)(\\?[^\\s]*)?$/,\n\n // RFC 2396: characters reserved for delimiting URLs.\n // We actually just auto-escape these.\n delims = ['<', '>', '\"', '`', ' ', '\\r', '\\n', '\\t'],\n\n // RFC 2396: characters not allowed for various reasons.\n unwise = ['{', '}', '|', '\\\\', '^', '`'].concat(delims),\n\n // Allowed by RFCs, but cause of XSS attacks. Always escape these.\n autoEscape = ['\\''].concat(unwise),\n // Characters that are never ever allowed in a hostname.\n // Note that any invalid chars are also handled, but these\n // are the ones that are *expected* to be seen, so we fast-path\n // them.\n nonHostChars = ['%', '/', '?', ';', '#'].concat(autoEscape),\n hostEndingChars = ['/', '?', '#'],\n hostnameMaxLen = 255,\n hostnamePartPattern = /^[+a-z0-9A-Z_-]{0,63}$/,\n hostnamePartStart = /^([+a-z0-9A-Z_-]{0,63})(.*)$/,\n // protocols that can allow \"unsafe\" and \"unwise\" chars.\n unsafeProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that never have a hostname.\n hostlessProtocol = {\n 'javascript': true,\n 'javascript:': true\n },\n // protocols that always contain a // bit.\n slashedProtocol = {\n 'http': true,\n 'https': true,\n 'ftp': true,\n 'gopher': true,\n 'file': true,\n 'http:': true,\n 'https:': true,\n 'ftp:': true,\n 'gopher:': true,\n 'file:': true\n },\n querystring = require('querystring');\n\nfunction urlParse(url, parseQueryString, slashesDenoteHost) {\n if (url && util.isObject(url) && url instanceof Url) return url;\n\n var u = new Url;\n u.parse(url, parseQueryString, slashesDenoteHost);\n return u;\n}\n\nUrl.prototype.parse = function(url, parseQueryString, slashesDenoteHost) {\n if (!util.isString(url)) {\n throw new TypeError(\"Parameter 'url' must be a string, not \" + typeof url);\n }\n\n // Copy chrome, IE, opera backslash-handling behavior.\n // Back slashes before the query string get converted to forward slashes\n // See: https://code.google.com/p/chromium/issues/detail?id=25916\n var queryIndex = url.indexOf('?'),\n splitter =\n (queryIndex !== -1 && queryIndex < url.indexOf('#')) ? '?' : '#',\n uSplit = url.split(splitter),\n slashRegex = /\\\\/g;\n uSplit[0] = uSplit[0].replace(slashRegex, '/');\n url = uSplit.join(splitter);\n\n var rest = url;\n\n // trim before proceeding.\n // This is to support parse stuff like \" http://foo.com \\n\"\n rest = rest.trim();\n\n if (!slashesDenoteHost && url.split('#').length === 1) {\n // Try fast path regexp\n var simplePath = simplePathPattern.exec(rest);\n if (simplePath) {\n this.path = rest;\n this.href = rest;\n this.pathname = simplePath[1];\n if (simplePath[2]) {\n this.search = simplePath[2];\n if (parseQueryString) {\n this.query = querystring.parse(this.search.substr(1));\n } else {\n this.query = this.search.substr(1);\n }\n } else if (parseQueryString) {\n this.search = '';\n this.query = {};\n }\n return this;\n }\n }\n\n var proto = protocolPattern.exec(rest);\n if (proto) {\n proto = proto[0];\n var lowerProto = proto.toLowerCase();\n this.protocol = lowerProto;\n rest = rest.substr(proto.length);\n }\n\n // figure out if it's got a host\n // user@server is *always* interpreted as a hostname, and url\n // resolution will treat //foo/bar as host=foo,path=bar because that's\n // how the browser resolves relative URLs.\n if (slashesDenoteHost || proto || rest.match(/^\\/\\/[^@\\/]+@[^@\\/]+/)) {\n var slashes = rest.substr(0, 2) === '//';\n if (slashes && !(proto && hostlessProtocol[proto])) {\n rest = rest.substr(2);\n this.slashes = true;\n }\n }\n\n if (!hostlessProtocol[proto] &&\n (slashes || (proto && !slashedProtocol[proto]))) {\n\n // there's a hostname.\n // the first instance of /, ?, ;, or # ends the host.\n //\n // If there is an @ in the hostname, then non-host chars *are* allowed\n // to the left of the last @ sign, unless some host-ending character\n // comes *before* the @-sign.\n // URLs are obnoxious.\n //\n // ex:\n // http://a@b@c/ => user:a@b host:c\n // http://a@b?@c => user:a host:c path:/?@c\n\n // v0.12 TODO(isaacs): This is not quite how Chrome does things.\n // Review our test case against browsers more comprehensively.\n\n // find the first instance of any hostEndingChars\n var hostEnd = -1;\n for (var i = 0; i < hostEndingChars.length; i++) {\n var hec = rest.indexOf(hostEndingChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n\n // at this point, either we have an explicit point where the\n // auth portion cannot go past, or the last @ char is the decider.\n var auth, atSign;\n if (hostEnd === -1) {\n // atSign can be anywhere.\n atSign = rest.lastIndexOf('@');\n } else {\n // atSign must be in auth portion.\n // http://a@b/c@d => host:b auth:a path:/c@d\n atSign = rest.lastIndexOf('@', hostEnd);\n }\n\n // Now we have a portion which is definitely the auth.\n // Pull that off.\n if (atSign !== -1) {\n auth = rest.slice(0, atSign);\n rest = rest.slice(atSign + 1);\n this.auth = decodeURIComponent(auth);\n }\n\n // the host is the remaining to the left of the first non-host char\n hostEnd = -1;\n for (var i = 0; i < nonHostChars.length; i++) {\n var hec = rest.indexOf(nonHostChars[i]);\n if (hec !== -1 && (hostEnd === -1 || hec < hostEnd))\n hostEnd = hec;\n }\n // if we still have not hit it, then the entire thing is a host.\n if (hostEnd === -1)\n hostEnd = rest.length;\n\n this.host = rest.slice(0, hostEnd);\n rest = rest.slice(hostEnd);\n\n // pull out port.\n this.parseHost();\n\n // we've indicated that there is a hostname,\n // so even if it's empty, it has to be present.\n this.hostname = this.hostname || '';\n\n // if hostname begins with [ and ends with ]\n // assume that it's an IPv6 address.\n var ipv6Hostname = this.hostname[0] === '[' &&\n this.hostname[this.hostname.length - 1] === ']';\n\n // validate a little.\n if (!ipv6Hostname) {\n var hostparts = this.hostname.split(/\\./);\n for (var i = 0, l = hostparts.length; i < l; i++) {\n var part = hostparts[i];\n if (!part) continue;\n if (!part.match(hostnamePartPattern)) {\n var newpart = '';\n for (var j = 0, k = part.length; j < k; j++) {\n if (part.charCodeAt(j) > 127) {\n // we replace non-ASCII char with a temporary placeholder\n // we need this to make sure size of hostname is not\n // broken by replacing non-ASCII by nothing\n newpart += 'x';\n } else {\n newpart += part[j];\n }\n }\n // we test again with ASCII char only\n if (!newpart.match(hostnamePartPattern)) {\n var validParts = hostparts.slice(0, i);\n var notHost = hostparts.slice(i + 1);\n var bit = part.match(hostnamePartStart);\n if (bit) {\n validParts.push(bit[1]);\n notHost.unshift(bit[2]);\n }\n if (notHost.length) {\n rest = '/' + notHost.join('.') + rest;\n }\n this.hostname = validParts.join('.');\n break;\n }\n }\n }\n }\n\n if (this.hostname.length > hostnameMaxLen) {\n this.hostname = '';\n } else {\n // hostnames are always lower case.\n this.hostname = this.hostname.toLowerCase();\n }\n\n if (!ipv6Hostname) {\n // IDNA Support: Returns a punycoded representation of \"domain\".\n // It only converts parts of the domain name that\n // have non-ASCII characters, i.e. it doesn't matter if\n // you call it with a domain that already is ASCII-only.\n this.hostname = punycode.toASCII(this.hostname);\n }\n\n var p = this.port ? ':' + this.port : '';\n var h = this.hostname || '';\n this.host = h + p;\n this.href += this.host;\n\n // strip [ and ] from the hostname\n // the host field still retains them, though\n if (ipv6Hostname) {\n this.hostname = this.hostname.substr(1, this.hostname.length - 2);\n if (rest[0] !== '/') {\n rest = '/' + rest;\n }\n }\n }\n\n // now rest is set to the post-host stuff.\n // chop off any delim chars.\n if (!unsafeProtocol[lowerProto]) {\n\n // First, make 100% sure that any \"autoEscape\" chars get\n // escaped, even if encodeURIComponent doesn't think they\n // need to be.\n for (var i = 0, l = autoEscape.length; i < l; i++) {\n var ae = autoEscape[i];\n if (rest.indexOf(ae) === -1)\n continue;\n var esc = encodeURIComponent(ae);\n if (esc === ae) {\n esc = escape(ae);\n }\n rest = rest.split(ae).join(esc);\n }\n }\n\n\n // chop off from the tail first.\n var hash = rest.indexOf('#');\n if (hash !== -1) {\n // got a fragment string.\n this.hash = rest.substr(hash);\n rest = rest.slice(0, hash);\n }\n var qm = rest.indexOf('?');\n if (qm !== -1) {\n this.search = rest.substr(qm);\n this.query = rest.substr(qm + 1);\n if (parseQueryString) {\n this.query = querystring.parse(this.query);\n }\n rest = rest.slice(0, qm);\n } else if (parseQueryString) {\n // no query string, but parseQueryString still requested\n this.search = '';\n this.query = {};\n }\n if (rest) this.pathname = rest;\n if (slashedProtocol[lowerProto] &&\n this.hostname && !this.pathname) {\n this.pathname = '/';\n }\n\n //to support http.request\n if (this.pathname || this.search) {\n var p = this.pathname || '';\n var s = this.search || '';\n this.path = p + s;\n }\n\n // finally, reconstruct the href based on what has been validated.\n this.href = this.format();\n return this;\n};\n\n// format a parsed object into a url string\nfunction urlFormat(obj) {\n // ensure it's an object, and not a string url.\n // If it's an obj, this is a no-op.\n // this way, you can call url_format() on strings\n // to clean up potentially wonky urls.\n if (util.isString(obj)) obj = urlParse(obj);\n if (!(obj instanceof Url)) return Url.prototype.format.call(obj);\n return obj.format();\n}\n\nUrl.prototype.format = function() {\n var auth = this.auth || '';\n if (auth) {\n auth = encodeURIComponent(auth);\n auth = auth.replace(/%3A/i, ':');\n auth += '@';\n }\n\n var protocol = this.protocol || '',\n pathname = this.pathname || '',\n hash = this.hash || '',\n host = false,\n query = '';\n\n if (this.host) {\n host = auth + this.host;\n } else if (this.hostname) {\n host = auth + (this.hostname.indexOf(':') === -1 ?\n this.hostname :\n '[' + this.hostname + ']');\n if (this.port) {\n host += ':' + this.port;\n }\n }\n\n if (this.query &&\n util.isObject(this.query) &&\n Object.keys(this.query).length) {\n query = querystring.stringify(this.query);\n }\n\n var search = this.search || (query && ('?' + query)) || '';\n\n if (protocol && protocol.substr(-1) !== ':') protocol += ':';\n\n // only the slashedProtocols get the //. Not mailto:, xmpp:, etc.\n // unless they had them to begin with.\n if (this.slashes ||\n (!protocol || slashedProtocol[protocol]) && host !== false) {\n host = '//' + (host || '');\n if (pathname && pathname.charAt(0) !== '/') pathname = '/' + pathname;\n } else if (!host) {\n host = '';\n }\n\n if (hash && hash.charAt(0) !== '#') hash = '#' + hash;\n if (search && search.charAt(0) !== '?') search = '?' + search;\n\n pathname = pathname.replace(/[?#]/g, function(match) {\n return encodeURIComponent(match);\n });\n search = search.replace('#', '%23');\n\n return protocol + host + pathname + search + hash;\n};\n\nfunction urlResolve(source, relative) {\n return urlParse(source, false, true).resolve(relative);\n}\n\nUrl.prototype.resolve = function(relative) {\n return this.resolveObject(urlParse(relative, false, true)).format();\n};\n\nfunction urlResolveObject(source, relative) {\n if (!source) return relative;\n return urlParse(source, false, true).resolveObject(relative);\n}\n\nUrl.prototype.resolveObject = function(relative) {\n if (util.isString(relative)) {\n var rel = new Url();\n rel.parse(relative, false, true);\n relative = rel;\n }\n\n var result = new Url();\n var tkeys = Object.keys(this);\n for (var tk = 0; tk < tkeys.length; tk++) {\n var tkey = tkeys[tk];\n result[tkey] = this[tkey];\n }\n\n // hash is always overridden, no matter what.\n // even href=\"\" will remove it.\n result.hash = relative.hash;\n\n // if the relative url is empty, then there's nothing left to do here.\n if (relative.href === '') {\n result.href = result.format();\n return result;\n }\n\n // hrefs like //foo/bar always cut to the protocol.\n if (relative.slashes && !relative.protocol) {\n // take everything except the protocol from relative\n var rkeys = Object.keys(relative);\n for (var rk = 0; rk < rkeys.length; rk++) {\n var rkey = rkeys[rk];\n if (rkey !== 'protocol')\n result[rkey] = relative[rkey];\n }\n\n //urlParse appends trailing / to urls like http://www.example.com\n if (slashedProtocol[result.protocol] &&\n result.hostname && !result.pathname) {\n result.path = result.pathname = '/';\n }\n\n result.href = result.format();\n return result;\n }\n\n if (relative.protocol && relative.protocol !== result.protocol) {\n // if it's a known url protocol, then changing\n // the protocol does weird things\n // first, if it's not file:, then we MUST have a host,\n // and if there was a path\n // to begin with, then we MUST have a path.\n // if it is file:, then the host is dropped,\n // because that's known to be hostless.\n // anything else is assumed to be absolute.\n if (!slashedProtocol[relative.protocol]) {\n var keys = Object.keys(relative);\n for (var v = 0; v < keys.length; v++) {\n var k = keys[v];\n result[k] = relative[k];\n }\n result.href = result.format();\n return result;\n }\n\n result.protocol = relative.protocol;\n if (!relative.host && !hostlessProtocol[relative.protocol]) {\n var relPath = (relative.pathname || '').split('/');\n while (relPath.length && !(relative.host = relPath.shift()));\n if (!relative.host) relative.host = '';\n if (!relative.hostname) relative.hostname = '';\n if (relPath[0] !== '') relPath.unshift('');\n if (relPath.length < 2) relPath.unshift('');\n result.pathname = relPath.join('/');\n } else {\n result.pathname = relative.pathname;\n }\n result.search = relative.search;\n result.query = relative.query;\n result.host = relative.host || '';\n result.auth = relative.auth;\n result.hostname = relative.hostname || relative.host;\n result.port = relative.port;\n // to support http.request\n if (result.pathname || result.search) {\n var p = result.pathname || '';\n var s = result.search || '';\n result.path = p + s;\n }\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n }\n\n var isSourceAbs = (result.pathname && result.pathname.charAt(0) === '/'),\n isRelAbs = (\n relative.host ||\n relative.pathname && relative.pathname.charAt(0) === '/'\n ),\n mustEndAbs = (isRelAbs || isSourceAbs ||\n (result.host && relative.pathname)),\n removeAllDots = mustEndAbs,\n srcPath = result.pathname && result.pathname.split('/') || [],\n relPath = relative.pathname && relative.pathname.split('/') || [],\n psychotic = result.protocol && !slashedProtocol[result.protocol];\n\n // if the url is a non-slashed url, then relative\n // links like ../.. should be able\n // to crawl up to the hostname, as well. This is strange.\n // result.protocol has already been set by now.\n // Later on, put the first path part into the host field.\n if (psychotic) {\n result.hostname = '';\n result.port = null;\n if (result.host) {\n if (srcPath[0] === '') srcPath[0] = result.host;\n else srcPath.unshift(result.host);\n }\n result.host = '';\n if (relative.protocol) {\n relative.hostname = null;\n relative.port = null;\n if (relative.host) {\n if (relPath[0] === '') relPath[0] = relative.host;\n else relPath.unshift(relative.host);\n }\n relative.host = null;\n }\n mustEndAbs = mustEndAbs && (relPath[0] === '' || srcPath[0] === '');\n }\n\n if (isRelAbs) {\n // it's absolute.\n result.host = (relative.host || relative.host === '') ?\n relative.host : result.host;\n result.hostname = (relative.hostname || relative.hostname === '') ?\n relative.hostname : result.hostname;\n result.search = relative.search;\n result.query = relative.query;\n srcPath = relPath;\n // fall through to the dot-handling below.\n } else if (relPath.length) {\n // it's relative\n // throw away the existing file, and take the new path instead.\n if (!srcPath) srcPath = [];\n srcPath.pop();\n srcPath = srcPath.concat(relPath);\n result.search = relative.search;\n result.query = relative.query;\n } else if (!util.isNullOrUndefined(relative.search)) {\n // just pull out the search.\n // like href='?foo'.\n // Put this after the other two cases because it simplifies the booleans\n if (psychotic) {\n result.hostname = result.host = srcPath.shift();\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n var authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n result.search = relative.search;\n result.query = relative.query;\n //to support http.request\n if (!util.isNull(result.pathname) || !util.isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.href = result.format();\n return result;\n }\n\n if (!srcPath.length) {\n // no path at all. easy.\n // we've already handled the other stuff above.\n result.pathname = null;\n //to support http.request\n if (result.search) {\n result.path = '/' + result.search;\n } else {\n result.path = null;\n }\n result.href = result.format();\n return result;\n }\n\n // if a url ENDs in . or .., then it must get a trailing slash.\n // however, if it ends in anything else non-slashy,\n // then it must NOT get a trailing slash.\n var last = srcPath.slice(-1)[0];\n var hasTrailingSlash = (\n (result.host || relative.host || srcPath.length > 1) &&\n (last === '.' || last === '..') || last === '');\n\n // strip single dots, resolve double dots to parent dir\n // if the path tries to go above the root, `up` ends up > 0\n var up = 0;\n for (var i = srcPath.length; i >= 0; i--) {\n last = srcPath[i];\n if (last === '.') {\n srcPath.splice(i, 1);\n } else if (last === '..') {\n srcPath.splice(i, 1);\n up++;\n } else if (up) {\n srcPath.splice(i, 1);\n up--;\n }\n }\n\n // if the path is allowed to go above the root, restore leading ..s\n if (!mustEndAbs && !removeAllDots) {\n for (; up--; up) {\n srcPath.unshift('..');\n }\n }\n\n if (mustEndAbs && srcPath[0] !== '' &&\n (!srcPath[0] || srcPath[0].charAt(0) !== '/')) {\n srcPath.unshift('');\n }\n\n if (hasTrailingSlash && (srcPath.join('/').substr(-1) !== '/')) {\n srcPath.push('');\n }\n\n var isAbsolute = srcPath[0] === '' ||\n (srcPath[0] && srcPath[0].charAt(0) === '/');\n\n // put the host back\n if (psychotic) {\n result.hostname = result.host = isAbsolute ? '' :\n srcPath.length ? srcPath.shift() : '';\n //occationaly the auth can get stuck only in host\n //this especially happens in cases like\n //url.resolveObject('mailto:local1@domain1', 'local2@domain2')\n var authInHost = result.host && result.host.indexOf('@') > 0 ?\n result.host.split('@') : false;\n if (authInHost) {\n result.auth = authInHost.shift();\n result.host = result.hostname = authInHost.shift();\n }\n }\n\n mustEndAbs = mustEndAbs || (result.host && srcPath.length);\n\n if (mustEndAbs && !isAbsolute) {\n srcPath.unshift('');\n }\n\n if (!srcPath.length) {\n result.pathname = null;\n result.path = null;\n } else {\n result.pathname = srcPath.join('/');\n }\n\n //to support request.http\n if (!util.isNull(result.pathname) || !util.isNull(result.search)) {\n result.path = (result.pathname ? result.pathname : '') +\n (result.search ? result.search : '');\n }\n result.auth = relative.auth || result.auth;\n result.slashes = result.slashes || relative.slashes;\n result.href = result.format();\n return result;\n};\n\nUrl.prototype.parseHost = function() {\n var host = this.host;\n var port = portPattern.exec(host);\n if (port) {\n port = port[0];\n if (port !== ':') {\n this.port = port.substr(1);\n }\n host = host.substr(0, host.length - port.length);\n }\n if (host) this.hostname = host;\n};\n","import { parse, format, resolve } from 'url';\n\nconst url = {\n parse: parse,\n format: format,\n resolve: resolve\n};\n\nexport { url };\n//# sourceMappingURL=url.mjs.map\n","import { settings } from '@pixi/settings';\n\nfunction assertPath(path2) {\n if (typeof path2 !== \"string\") {\n throw new TypeError(`Path must be a string. Received ${JSON.stringify(path2)}`);\n }\n}\nfunction removeUrlParams(url) {\n const re = url.split(\"?\")[0];\n return re.split(\"#\")[0];\n}\nfunction escapeRegExp(string) {\n return string.replace(/[.*+?^${}()|[\\]\\\\]/g, \"\\\\$&\");\n}\nfunction replaceAll(str, find, replace) {\n return str.replace(new RegExp(escapeRegExp(find), \"g\"), replace);\n}\nfunction normalizeStringPosix(path2, allowAboveRoot) {\n let res = \"\";\n let lastSegmentLength = 0;\n let lastSlash = -1;\n let dots = 0;\n let code;\n for (let i = 0; i <= path2.length; ++i) {\n if (i < path2.length) {\n code = path2.charCodeAt(i);\n } else if (code === 47) {\n break;\n } else {\n code = 47;\n }\n if (code === 47) {\n if (lastSlash === i - 1 || dots === 1) {\n } else if (lastSlash !== i - 1 && dots === 2) {\n if (res.length < 2 || lastSegmentLength !== 2 || res.charCodeAt(res.length - 1) !== 46 || res.charCodeAt(res.length - 2) !== 46) {\n if (res.length > 2) {\n const lastSlashIndex = res.lastIndexOf(\"/\");\n if (lastSlashIndex !== res.length - 1) {\n if (lastSlashIndex === -1) {\n res = \"\";\n lastSegmentLength = 0;\n } else {\n res = res.slice(0, lastSlashIndex);\n lastSegmentLength = res.length - 1 - res.lastIndexOf(\"/\");\n }\n lastSlash = i;\n dots = 0;\n continue;\n }\n } else if (res.length === 2 || res.length === 1) {\n res = \"\";\n lastSegmentLength = 0;\n lastSlash = i;\n dots = 0;\n continue;\n }\n }\n if (allowAboveRoot) {\n if (res.length > 0) {\n res += \"/..\";\n } else {\n res = \"..\";\n }\n lastSegmentLength = 2;\n }\n } else {\n if (res.length > 0) {\n res += `/${path2.slice(lastSlash + 1, i)}`;\n } else {\n res = path2.slice(lastSlash + 1, i);\n }\n lastSegmentLength = i - lastSlash - 1;\n }\n lastSlash = i;\n dots = 0;\n } else if (code === 46 && dots !== -1) {\n ++dots;\n } else {\n dots = -1;\n }\n }\n return res;\n}\nconst path = {\n toPosix(path2) {\n return replaceAll(path2, \"\\\\\", \"/\");\n },\n isUrl(path2) {\n return /^https?:/.test(this.toPosix(path2));\n },\n isDataUrl(path2) {\n return /^data:([a-z]+\\/[a-z0-9-+.]+(;[a-z0-9-.!#$%*+.{}|~`]+=[a-z0-9-.!#$%*+.{}()_|~`]+)*)?(;base64)?,([a-z0-9!$&',()*+;=\\-._~:@\\/?%\\s<>]*?)$/i.test(path2);\n },\n hasProtocol(path2) {\n return /^[^/:]+:\\//.test(this.toPosix(path2));\n },\n getProtocol(path2) {\n assertPath(path2);\n path2 = this.toPosix(path2);\n let protocol = \"\";\n const isFile = /^file:\\/\\/\\//.exec(path2);\n const isHttp = /^[^/:]+:\\/\\//.exec(path2);\n const isWindows = /^[^/:]+:\\//.exec(path2);\n if (isFile || isHttp || isWindows) {\n const arr = isFile?.[0] || isHttp?.[0] || isWindows?.[0];\n protocol = arr;\n path2 = path2.slice(arr.length);\n }\n return protocol;\n },\n toAbsolute(url, customBaseUrl, customRootUrl) {\n if (this.isDataUrl(url))\n return url;\n const baseUrl = removeUrlParams(this.toPosix(customBaseUrl ?? settings.ADAPTER.getBaseUrl()));\n const rootUrl = removeUrlParams(this.toPosix(customRootUrl ?? this.rootname(baseUrl)));\n assertPath(url);\n url = this.toPosix(url);\n if (url.startsWith(\"/\")) {\n return path.join(rootUrl, url.slice(1));\n }\n const absolutePath = this.isAbsolute(url) ? url : this.join(baseUrl, url);\n return absolutePath;\n },\n normalize(path2) {\n path2 = this.toPosix(path2);\n assertPath(path2);\n if (path2.length === 0)\n return \".\";\n let protocol = \"\";\n const isAbsolute = path2.startsWith(\"/\");\n if (this.hasProtocol(path2)) {\n protocol = this.rootname(path2);\n path2 = path2.slice(protocol.length);\n }\n const trailingSeparator = path2.endsWith(\"/\");\n path2 = normalizeStringPosix(path2, false);\n if (path2.length > 0 && trailingSeparator)\n path2 += \"/\";\n if (isAbsolute)\n return `/${path2}`;\n return protocol + path2;\n },\n isAbsolute(path2) {\n assertPath(path2);\n path2 = this.toPosix(path2);\n if (this.hasProtocol(path2))\n return true;\n return path2.startsWith(\"/\");\n },\n join(...segments) {\n if (segments.length === 0) {\n return \".\";\n }\n let joined;\n for (let i = 0; i < segments.length; ++i) {\n const arg = segments[i];\n assertPath(arg);\n if (arg.length > 0) {\n if (joined === void 0)\n joined = arg;\n else {\n const prevArg = segments[i - 1] ?? \"\";\n if (this.extname(prevArg)) {\n joined += `/../${arg}`;\n } else {\n joined += `/${arg}`;\n }\n }\n }\n }\n if (joined === void 0) {\n return \".\";\n }\n return this.normalize(joined);\n },\n dirname(path2) {\n assertPath(path2);\n if (path2.length === 0)\n return \".\";\n path2 = this.toPosix(path2);\n let code = path2.charCodeAt(0);\n const hasRoot = code === 47;\n let end = -1;\n let matchedSlash = true;\n const proto = this.getProtocol(path2);\n const origpath = path2;\n path2 = path2.slice(proto.length);\n for (let i = path2.length - 1; i >= 1; --i) {\n code = path2.charCodeAt(i);\n if (code === 47) {\n if (!matchedSlash) {\n end = i;\n break;\n }\n } else {\n matchedSlash = false;\n }\n }\n if (end === -1)\n return hasRoot ? \"/\" : this.isUrl(origpath) ? proto + path2 : proto;\n if (hasRoot && end === 1)\n return \"//\";\n return proto + path2.slice(0, end);\n },\n rootname(path2) {\n assertPath(path2);\n path2 = this.toPosix(path2);\n let root = \"\";\n if (path2.startsWith(\"/\"))\n root = \"/\";\n else {\n root = this.getProtocol(path2);\n }\n if (this.isUrl(path2)) {\n const index = path2.indexOf(\"/\", root.length);\n if (index !== -1) {\n root = path2.slice(0, index);\n } else\n root = path2;\n if (!root.endsWith(\"/\"))\n root += \"/\";\n }\n return root;\n },\n basename(path2, ext) {\n assertPath(path2);\n if (ext)\n assertPath(ext);\n path2 = this.toPosix(path2);\n let start = 0;\n let end = -1;\n let matchedSlash = true;\n let i;\n if (ext !== void 0 && ext.length > 0 && ext.length <= path2.length) {\n if (ext.length === path2.length && ext === path2)\n return \"\";\n let extIdx = ext.length - 1;\n let firstNonSlashEnd = -1;\n for (i = path2.length - 1; i >= 0; --i) {\n const code = path2.charCodeAt(i);\n if (code === 47) {\n if (!matchedSlash) {\n start = i + 1;\n break;\n }\n } else {\n if (firstNonSlashEnd === -1) {\n matchedSlash = false;\n firstNonSlashEnd = i + 1;\n }\n if (extIdx >= 0) {\n if (code === ext.charCodeAt(extIdx)) {\n if (--extIdx === -1) {\n end = i;\n }\n } else {\n extIdx = -1;\n end = firstNonSlashEnd;\n }\n }\n }\n }\n if (start === end)\n end = firstNonSlashEnd;\n else if (end === -1)\n end = path2.length;\n return path2.slice(start, end);\n }\n for (i = path2.length - 1; i >= 0; --i) {\n if (path2.charCodeAt(i) === 47) {\n if (!matchedSlash) {\n start = i + 1;\n break;\n }\n } else if (end === -1) {\n matchedSlash = false;\n end = i + 1;\n }\n }\n if (end === -1)\n return \"\";\n return path2.slice(start, end);\n },\n extname(path2) {\n assertPath(path2);\n path2 = this.toPosix(path2);\n let startDot = -1;\n let startPart = 0;\n let end = -1;\n let matchedSlash = true;\n let preDotState = 0;\n for (let i = path2.length - 1; i >= 0; --i) {\n const code = path2.charCodeAt(i);\n if (code === 47) {\n if (!matchedSlash) {\n startPart = i + 1;\n break;\n }\n continue;\n }\n if (end === -1) {\n matchedSlash = false;\n end = i + 1;\n }\n if (code === 46) {\n if (startDot === -1)\n startDot = i;\n else if (preDotState !== 1)\n preDotState = 1;\n } else if (startDot !== -1) {\n preDotState = -1;\n }\n }\n if (startDot === -1 || end === -1 || preDotState === 0 || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) {\n return \"\";\n }\n return path2.slice(startDot, end);\n },\n parse(path2) {\n assertPath(path2);\n const ret = { root: \"\", dir: \"\", base: \"\", ext: \"\", name: \"\" };\n if (path2.length === 0)\n return ret;\n path2 = this.toPosix(path2);\n let code = path2.charCodeAt(0);\n const isAbsolute = this.isAbsolute(path2);\n let start;\n const protocol = \"\";\n ret.root = this.rootname(path2);\n if (isAbsolute || this.hasProtocol(path2)) {\n start = 1;\n } else {\n start = 0;\n }\n let startDot = -1;\n let startPart = 0;\n let end = -1;\n let matchedSlash = true;\n let i = path2.length - 1;\n let preDotState = 0;\n for (; i >= start; --i) {\n code = path2.charCodeAt(i);\n if (code === 47) {\n if (!matchedSlash) {\n startPart = i + 1;\n break;\n }\n continue;\n }\n if (end === -1) {\n matchedSlash = false;\n end = i + 1;\n }\n if (code === 46) {\n if (startDot === -1)\n startDot = i;\n else if (preDotState !== 1)\n preDotState = 1;\n } else if (startDot !== -1) {\n preDotState = -1;\n }\n }\n if (startDot === -1 || end === -1 || preDotState === 0 || preDotState === 1 && startDot === end - 1 && startDot === startPart + 1) {\n if (end !== -1) {\n if (startPart === 0 && isAbsolute)\n ret.base = ret.name = path2.slice(1, end);\n else\n ret.base = ret.name = path2.slice(startPart, end);\n }\n } else {\n if (startPart === 0 && isAbsolute) {\n ret.name = path2.slice(1, startDot);\n ret.base = path2.slice(1, end);\n } else {\n ret.name = path2.slice(startPart, startDot);\n ret.base = path2.slice(startPart, end);\n }\n ret.ext = path2.slice(startDot, end);\n }\n ret.dir = this.dirname(path2);\n if (protocol)\n ret.dir = protocol + ret.dir;\n return ret;\n },\n sep: \"/\",\n delimiter: \":\"\n};\n\nexport { path };\n//# sourceMappingURL=path.mjs.map\n","import { settings } from '@pixi/settings';\nexport { settings } from '@pixi/settings';\n\nsettings.RETINA_PREFIX = /@([0-9\\.]+)x/;\nsettings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT = false;\n//# sourceMappingURL=settings.mjs.map\n","function skipHello() {\n}\nfunction sayHello() {\n}\n\nexport { sayHello, skipHello };\n//# sourceMappingURL=hello.mjs.map\n","import '../settings.mjs';\nimport { settings } from '@pixi/settings';\n\nlet supported;\nfunction isWebGLSupported() {\n if (typeof supported === \"undefined\") {\n supported = function supported2() {\n const contextOptions = {\n stencil: true,\n failIfMajorPerformanceCaveat: settings.FAIL_IF_MAJOR_PERFORMANCE_CAVEAT\n };\n try {\n if (!settings.ADAPTER.getWebGLRenderingContext()) {\n return false;\n }\n const canvas = settings.ADAPTER.createCanvas();\n let gl = canvas.getContext(\"webgl\", contextOptions) || canvas.getContext(\"experimental-webgl\", contextOptions);\n const success = !!(gl && gl.getContextAttributes().stencil);\n if (gl) {\n const loseContext = gl.getExtension(\"WEBGL_lose_context\");\n if (loseContext) {\n loseContext.loseContext();\n }\n }\n gl = null;\n return success;\n } catch (e) {\n return false;\n }\n }();\n }\n return supported;\n}\n\nexport { isWebGLSupported };\n//# sourceMappingURL=isWebGLSupported.mjs.map\n","var aliceblue = \"#f0f8ff\";\nvar antiquewhite = \"#faebd7\";\nvar aqua = \"#00ffff\";\nvar aquamarine = \"#7fffd4\";\nvar azure = \"#f0ffff\";\nvar beige = \"#f5f5dc\";\nvar bisque = \"#ffe4c4\";\nvar black = \"#000000\";\nvar blanchedalmond = \"#ffebcd\";\nvar blue = \"#0000ff\";\nvar blueviolet = \"#8a2be2\";\nvar brown = \"#a52a2a\";\nvar burlywood = \"#deb887\";\nvar cadetblue = \"#5f9ea0\";\nvar chartreuse = \"#7fff00\";\nvar chocolate = \"#d2691e\";\nvar coral = \"#ff7f50\";\nvar cornflowerblue = \"#6495ed\";\nvar cornsilk = \"#fff8dc\";\nvar crimson = \"#dc143c\";\nvar cyan = \"#00ffff\";\nvar darkblue = \"#00008b\";\nvar darkcyan = \"#008b8b\";\nvar darkgoldenrod = \"#b8860b\";\nvar darkgray = \"#a9a9a9\";\nvar darkgreen = \"#006400\";\nvar darkgrey = \"#a9a9a9\";\nvar darkkhaki = \"#bdb76b\";\nvar darkmagenta = \"#8b008b\";\nvar darkolivegreen = \"#556b2f\";\nvar darkorange = \"#ff8c00\";\nvar darkorchid = \"#9932cc\";\nvar darkred = \"#8b0000\";\nvar darksalmon = \"#e9967a\";\nvar darkseagreen = \"#8fbc8f\";\nvar darkslateblue = \"#483d8b\";\nvar darkslategray = \"#2f4f4f\";\nvar darkslategrey = \"#2f4f4f\";\nvar darkturquoise = \"#00ced1\";\nvar darkviolet = \"#9400d3\";\nvar deeppink = \"#ff1493\";\nvar deepskyblue = \"#00bfff\";\nvar dimgray = \"#696969\";\nvar dimgrey = \"#696969\";\nvar dodgerblue = \"#1e90ff\";\nvar firebrick = \"#b22222\";\nvar floralwhite = \"#fffaf0\";\nvar forestgreen = \"#228b22\";\nvar fuchsia = \"#ff00ff\";\nvar gainsboro = \"#dcdcdc\";\nvar ghostwhite = \"#f8f8ff\";\nvar goldenrod = \"#daa520\";\nvar gold = \"#ffd700\";\nvar gray = \"#808080\";\nvar green = \"#008000\";\nvar greenyellow = \"#adff2f\";\nvar grey = \"#808080\";\nvar honeydew = \"#f0fff0\";\nvar hotpink = \"#ff69b4\";\nvar indianred = \"#cd5c5c\";\nvar indigo = \"#4b0082\";\nvar ivory = \"#fffff0\";\nvar khaki = \"#f0e68c\";\nvar lavenderblush = \"#fff0f5\";\nvar lavender = \"#e6e6fa\";\nvar lawngreen = \"#7cfc00\";\nvar lemonchiffon = \"#fffacd\";\nvar lightblue = \"#add8e6\";\nvar lightcoral = \"#f08080\";\nvar lightcyan = \"#e0ffff\";\nvar lightgoldenrodyellow = \"#fafad2\";\nvar lightgray = \"#d3d3d3\";\nvar lightgreen = \"#90ee90\";\nvar lightgrey = \"#d3d3d3\";\nvar lightpink = \"#ffb6c1\";\nvar lightsalmon = \"#ffa07a\";\nvar lightseagreen = \"#20b2aa\";\nvar lightskyblue = \"#87cefa\";\nvar lightslategray = \"#778899\";\nvar lightslategrey = \"#778899\";\nvar lightsteelblue = \"#b0c4de\";\nvar lightyellow = \"#ffffe0\";\nvar lime = \"#00ff00\";\nvar limegreen = \"#32cd32\";\nvar linen = \"#faf0e6\";\nvar magenta = \"#ff00ff\";\nvar maroon = \"#800000\";\nvar mediumaquamarine = \"#66cdaa\";\nvar mediumblue = \"#0000cd\";\nvar mediumorchid = \"#ba55d3\";\nvar mediumpurple = \"#9370db\";\nvar mediumseagreen = \"#3cb371\";\nvar mediumslateblue = \"#7b68ee\";\nvar mediumspringgreen = \"#00fa9a\";\nvar mediumturquoise = \"#48d1cc\";\nvar mediumvioletred = \"#c71585\";\nvar midnightblue = \"#191970\";\nvar mintcream = \"#f5fffa\";\nvar mistyrose = \"#ffe4e1\";\nvar moccasin = \"#ffe4b5\";\nvar navajowhite = \"#ffdead\";\nvar navy = \"#000080\";\nvar oldlace = \"#fdf5e6\";\nvar olive = \"#808000\";\nvar olivedrab = \"#6b8e23\";\nvar orange = \"#ffa500\";\nvar orangered = \"#ff4500\";\nvar orchid = \"#da70d6\";\nvar palegoldenrod = \"#eee8aa\";\nvar palegreen = \"#98fb98\";\nvar paleturquoise = \"#afeeee\";\nvar palevioletred = \"#db7093\";\nvar papayawhip = \"#ffefd5\";\nvar peachpuff = \"#ffdab9\";\nvar peru = \"#cd853f\";\nvar pink = \"#ffc0cb\";\nvar plum = \"#dda0dd\";\nvar powderblue = \"#b0e0e6\";\nvar purple = \"#800080\";\nvar rebeccapurple = \"#663399\";\nvar red = \"#ff0000\";\nvar rosybrown = \"#bc8f8f\";\nvar royalblue = \"#4169e1\";\nvar saddlebrown = \"#8b4513\";\nvar salmon = \"#fa8072\";\nvar sandybrown = \"#f4a460\";\nvar seagreen = \"#2e8b57\";\nvar seashell = \"#fff5ee\";\nvar sienna = \"#a0522d\";\nvar silver = \"#c0c0c0\";\nvar skyblue = \"#87ceeb\";\nvar slateblue = \"#6a5acd\";\nvar slategray = \"#708090\";\nvar slategrey = \"#708090\";\nvar snow = \"#fffafa\";\nvar springgreen = \"#00ff7f\";\nvar steelblue = \"#4682b4\";\nvar tan = \"#d2b48c\";\nvar teal = \"#008080\";\nvar thistle = \"#d8bfd8\";\nvar tomato = \"#ff6347\";\nvar turquoise = \"#40e0d0\";\nvar violet = \"#ee82ee\";\nvar wheat = \"#f5deb3\";\nvar white = \"#ffffff\";\nvar whitesmoke = \"#f5f5f5\";\nvar yellow = \"#ffff00\";\nvar yellowgreen = \"#9acd32\";\nvar cssColorNames = {\n\taliceblue: aliceblue,\n\tantiquewhite: antiquewhite,\n\taqua: aqua,\n\taquamarine: aquamarine,\n\tazure: azure,\n\tbeige: beige,\n\tbisque: bisque,\n\tblack: black,\n\tblanchedalmond: blanchedalmond,\n\tblue: blue,\n\tblueviolet: blueviolet,\n\tbrown: brown,\n\tburlywood: burlywood,\n\tcadetblue: cadetblue,\n\tchartreuse: chartreuse,\n\tchocolate: chocolate,\n\tcoral: coral,\n\tcornflowerblue: cornflowerblue,\n\tcornsilk: cornsilk,\n\tcrimson: crimson,\n\tcyan: cyan,\n\tdarkblue: darkblue,\n\tdarkcyan: darkcyan,\n\tdarkgoldenrod: darkgoldenrod,\n\tdarkgray: darkgray,\n\tdarkgreen: darkgreen,\n\tdarkgrey: darkgrey,\n\tdarkkhaki: darkkhaki,\n\tdarkmagenta: darkmagenta,\n\tdarkolivegreen: darkolivegreen,\n\tdarkorange: darkorange,\n\tdarkorchid: darkorchid,\n\tdarkred: darkred,\n\tdarksalmon: darksalmon,\n\tdarkseagreen: darkseagreen,\n\tdarkslateblue: darkslateblue,\n\tdarkslategray: darkslategray,\n\tdarkslategrey: darkslategrey,\n\tdarkturquoise: darkturquoise,\n\tdarkviolet: darkviolet,\n\tdeeppink: deeppink,\n\tdeepskyblue: deepskyblue,\n\tdimgray: dimgray,\n\tdimgrey: dimgrey,\n\tdodgerblue: dodgerblue,\n\tfirebrick: firebrick,\n\tfloralwhite: floralwhite,\n\tforestgreen: forestgreen,\n\tfuchsia: fuchsia,\n\tgainsboro: gainsboro,\n\tghostwhite: ghostwhite,\n\tgoldenrod: goldenrod,\n\tgold: gold,\n\tgray: gray,\n\tgreen: green,\n\tgreenyellow: greenyellow,\n\tgrey: grey,\n\thoneydew: honeydew,\n\thotpink: hotpink,\n\tindianred: indianred,\n\tindigo: indigo,\n\tivory: ivory,\n\tkhaki: khaki,\n\tlavenderblush: lavenderblush,\n\tlavender: lavender,\n\tlawngreen: lawngreen,\n\tlemonchiffon: lemonchiffon,\n\tlightblue: lightblue,\n\tlightcoral: lightcoral,\n\tlightcyan: lightcyan,\n\tlightgoldenrodyellow: lightgoldenrodyellow,\n\tlightgray: lightgray,\n\tlightgreen: lightgreen,\n\tlightgrey: lightgrey,\n\tlightpink: lightpink,\n\tlightsalmon: lightsalmon,\n\tlightseagreen: lightseagreen,\n\tlightskyblue: lightskyblue,\n\tlightslategray: lightslategray,\n\tlightslategrey: lightslategrey,\n\tlightsteelblue: lightsteelblue,\n\tlightyellow: lightyellow,\n\tlime: lime,\n\tlimegreen: limegreen,\n\tlinen: linen,\n\tmagenta: magenta,\n\tmaroon: maroon,\n\tmediumaquamarine: mediumaquamarine,\n\tmediumblue: mediumblue,\n\tmediumorchid: mediumorchid,\n\tmediumpurple: mediumpurple,\n\tmediumseagreen: mediumseagreen,\n\tmediumslateblue: mediumslateblue,\n\tmediumspringgreen: mediumspringgreen,\n\tmediumturquoise: mediumturquoise,\n\tmediumvioletred: mediumvioletred,\n\tmidnightblue: midnightblue,\n\tmintcream: mintcream,\n\tmistyrose: mistyrose,\n\tmoccasin: moccasin,\n\tnavajowhite: navajowhite,\n\tnavy: navy,\n\toldlace: oldlace,\n\tolive: olive,\n\tolivedrab: olivedrab,\n\torange: orange,\n\torangered: orangered,\n\torchid: orchid,\n\tpalegoldenrod: palegoldenrod,\n\tpalegreen: palegreen,\n\tpaleturquoise: paleturquoise,\n\tpalevioletred: palevioletred,\n\tpapayawhip: papayawhip,\n\tpeachpuff: peachpuff,\n\tperu: peru,\n\tpink: pink,\n\tplum: plum,\n\tpowderblue: powderblue,\n\tpurple: purple,\n\trebeccapurple: rebeccapurple,\n\tred: red,\n\trosybrown: rosybrown,\n\troyalblue: royalblue,\n\tsaddlebrown: saddlebrown,\n\tsalmon: salmon,\n\tsandybrown: sandybrown,\n\tseagreen: seagreen,\n\tseashell: seashell,\n\tsienna: sienna,\n\tsilver: silver,\n\tskyblue: skyblue,\n\tslateblue: slateblue,\n\tslategray: slategray,\n\tslategrey: slategrey,\n\tsnow: snow,\n\tspringgreen: springgreen,\n\tsteelblue: steelblue,\n\ttan: tan,\n\tteal: teal,\n\tthistle: thistle,\n\ttomato: tomato,\n\tturquoise: turquoise,\n\tviolet: violet,\n\twheat: wheat,\n\twhite: white,\n\twhitesmoke: whitesmoke,\n\tyellow: yellow,\n\tyellowgreen: yellowgreen\n};\n\nexport { aliceblue, antiquewhite, aqua, aquamarine, azure, beige, bisque, black, blanchedalmond, blue, blueviolet, brown, burlywood, cadetblue, chartreuse, chocolate, coral, cornflowerblue, cornsilk, crimson, cyan, darkblue, darkcyan, darkgoldenrod, darkgray, darkgreen, darkgrey, darkkhaki, darkmagenta, darkolivegreen, darkorange, darkorchid, darkred, darksalmon, darkseagreen, darkslateblue, darkslategray, darkslategrey, darkturquoise, darkviolet, deeppink, deepskyblue, cssColorNames as default, dimgray, dimgrey, dodgerblue, firebrick, floralwhite, forestgreen, fuchsia, gainsboro, ghostwhite, gold, goldenrod, gray, green, greenyellow, grey, honeydew, hotpink, indianred, indigo, ivory, khaki, lavender, lavenderblush, lawngreen, lemonchiffon, lightblue, lightcoral, lightcyan, lightgoldenrodyellow, lightgray, lightgreen, lightgrey, lightpink, lightsalmon, lightseagreen, lightskyblue, lightslategray, lightslategrey, lightsteelblue, lightyellow, lime, limegreen, linen, magenta, maroon, mediumaquamarine, mediumblue, mediumorchid, mediumpurple, mediumseagreen, mediumslateblue, mediumspringgreen, mediumturquoise, mediumvioletred, midnightblue, mintcream, mistyrose, moccasin, navajowhite, navy, oldlace, olive, olivedrab, orange, orangered, orchid, palegoldenrod, palegreen, paleturquoise, palevioletred, papayawhip, peachpuff, peru, pink, plum, powderblue, purple, rebeccapurple, red, rosybrown, royalblue, saddlebrown, salmon, sandybrown, seagreen, seashell, sienna, silver, skyblue, slateblue, slategray, slategrey, snow, springgreen, steelblue, tan, teal, thistle, tomato, turquoise, violet, wheat, white, whitesmoke, yellow, yellowgreen };\n//# sourceMappingURL=css-color-names.mjs.map\n","import cssColorNames from '../node_modules/css-color-names/css-color-names.mjs';\n\nfunction hex2rgb(hex, out = []) {\n out[0] = (hex >> 16 & 255) / 255;\n out[1] = (hex >> 8 & 255) / 255;\n out[2] = (hex & 255) / 255;\n return out;\n}\nfunction hex2string(hex) {\n let hexString = hex.toString(16);\n hexString = \"000000\".substring(0, 6 - hexString.length) + hexString;\n return `#${hexString}`;\n}\nfunction string2hex(string) {\n if (typeof string === \"string\") {\n string = cssColorNames[string.toLowerCase()] || string;\n if (string[0] === \"#\") {\n string = string.slice(1);\n }\n if (string.length === 3) {\n const [r, g, b] = string;\n string = r + r + g + g + b + b;\n }\n }\n return parseInt(string, 16);\n}\nfunction rgb2hex(rgb) {\n return (rgb[0] * 255 << 16) + (rgb[1] * 255 << 8) + (rgb[2] * 255 | 0);\n}\n\nexport { hex2rgb, hex2string, rgb2hex, string2hex };\n//# sourceMappingURL=hex.mjs.map\n","import { BLEND_MODES } from '@pixi/constants';\n\nfunction mapPremultipliedBlendModes() {\n const pm = [];\n const npm = [];\n for (let i = 0; i < 32; i++) {\n pm[i] = i;\n npm[i] = i;\n }\n pm[BLEND_MODES.NORMAL_NPM] = BLEND_MODES.NORMAL;\n pm[BLEND_MODES.ADD_NPM] = BLEND_MODES.ADD;\n pm[BLEND_MODES.SCREEN_NPM] = BLEND_MODES.SCREEN;\n npm[BLEND_MODES.NORMAL] = BLEND_MODES.NORMAL_NPM;\n npm[BLEND_MODES.ADD] = BLEND_MODES.ADD_NPM;\n npm[BLEND_MODES.SCREEN] = BLEND_MODES.SCREEN_NPM;\n const array = [];\n array.push(npm);\n array.push(pm);\n return array;\n}\nconst premultiplyBlendMode = mapPremultipliedBlendModes();\nfunction correctBlendMode(blendMode, premultiplied) {\n return premultiplyBlendMode[premultiplied ? 1 : 0][blendMode];\n}\nfunction premultiplyRgba(rgb, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n if (premultiply || premultiply === void 0) {\n out[0] = rgb[0] * alpha;\n out[1] = rgb[1] * alpha;\n out[2] = rgb[2] * alpha;\n } else {\n out[0] = rgb[0];\n out[1] = rgb[1];\n out[2] = rgb[2];\n }\n out[3] = alpha;\n return out;\n}\nfunction premultiplyTint(tint, alpha) {\n if (alpha === 1) {\n return (alpha * 255 << 24) + tint;\n }\n if (alpha === 0) {\n return 0;\n }\n let R = tint >> 16 & 255;\n let G = tint >> 8 & 255;\n let B = tint & 255;\n R = R * alpha + 0.5 | 0;\n G = G * alpha + 0.5 | 0;\n B = B * alpha + 0.5 | 0;\n return (alpha * 255 << 24) + (R << 16) + (G << 8) + B;\n}\nfunction premultiplyTintToRgba(tint, alpha, out, premultiply) {\n out = out || new Float32Array(4);\n out[0] = (tint >> 16 & 255) / 255;\n out[1] = (tint >> 8 & 255) / 255;\n out[2] = (tint & 255) / 255;\n if (premultiply || premultiply === void 0) {\n out[0] *= alpha;\n out[1] *= alpha;\n out[2] *= alpha;\n }\n out[3] = alpha;\n return out;\n}\n\nexport { correctBlendMode, premultiplyBlendMode, premultiplyRgba, premultiplyTint, premultiplyTintToRgba };\n//# sourceMappingURL=premultiply.mjs.map\n","function createIndicesForQuads(size, outBuffer = null) {\n const totalIndices = size * 6;\n outBuffer = outBuffer || new Uint16Array(totalIndices);\n if (outBuffer.length !== totalIndices) {\n throw new Error(`Out buffer length is incorrect, got ${outBuffer.length} and expected ${totalIndices}`);\n }\n for (let i = 0, j = 0; i < totalIndices; i += 6, j += 4) {\n outBuffer[i + 0] = j + 0;\n outBuffer[i + 1] = j + 1;\n outBuffer[i + 2] = j + 2;\n outBuffer[i + 3] = j + 0;\n outBuffer[i + 4] = j + 2;\n outBuffer[i + 5] = j + 3;\n }\n return outBuffer;\n}\n\nexport { createIndicesForQuads };\n//# sourceMappingURL=createIndicesForQuads.mjs.map\n","function getBufferType(array) {\n if (array.BYTES_PER_ELEMENT === 4) {\n if (array instanceof Float32Array) {\n return \"Float32Array\";\n } else if (array instanceof Uint32Array) {\n return \"Uint32Array\";\n }\n return \"Int32Array\";\n } else if (array.BYTES_PER_ELEMENT === 2) {\n if (array instanceof Uint16Array) {\n return \"Uint16Array\";\n }\n } else if (array.BYTES_PER_ELEMENT === 1) {\n if (array instanceof Uint8Array) {\n return \"Uint8Array\";\n }\n }\n return null;\n}\n\nexport { getBufferType };\n//# sourceMappingURL=getBufferType.mjs.map\n","import { getBufferType } from './getBufferType.mjs';\n\nconst map = { Float32Array, Uint32Array, Int32Array, Uint8Array };\nfunction interleaveTypedArrays(arrays, sizes) {\n let outSize = 0;\n let stride = 0;\n const views = {};\n for (let i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n const buffer = new ArrayBuffer(outSize * 4);\n let out = null;\n let littleOffset = 0;\n for (let i = 0; i < arrays.length; i++) {\n const size = sizes[i];\n const array = arrays[i];\n const type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map[type](buffer);\n }\n out = views[type];\n for (let j = 0; j < array.length; j++) {\n const indexStart = (j / size | 0) * stride + littleOffset;\n const index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\nexport { interleaveTypedArrays };\n//# sourceMappingURL=interleaveTypedArrays.mjs.map\n","function nextPow2(v) {\n v += v === 0 ? 1 : 0;\n --v;\n v |= v >>> 1;\n v |= v >>> 2;\n v |= v >>> 4;\n v |= v >>> 8;\n v |= v >>> 16;\n return v + 1;\n}\nfunction isPow2(v) {\n return !(v & v - 1) && !!v;\n}\nfunction log2(v) {\n let r = (v > 65535 ? 1 : 0) << 4;\n v >>>= r;\n let shift = (v > 255 ? 1 : 0) << 3;\n v >>>= shift;\n r |= shift;\n shift = (v > 15 ? 1 : 0) << 2;\n v >>>= shift;\n r |= shift;\n shift = (v > 3 ? 1 : 0) << 1;\n v >>>= shift;\n r |= shift;\n return r | v >> 1;\n}\n\nexport { isPow2, log2, nextPow2 };\n//# sourceMappingURL=pow2.mjs.map\n","function removeItems(arr, startIdx, removeCount) {\n const length = arr.length;\n let i;\n if (startIdx >= length || removeCount === 0) {\n return;\n }\n removeCount = startIdx + removeCount > length ? length - startIdx : removeCount;\n const len = length - removeCount;\n for (i = startIdx; i < len; ++i) {\n arr[i] = arr[i + removeCount];\n }\n arr.length = len;\n}\n\nexport { removeItems };\n//# sourceMappingURL=removeItems.mjs.map\n","function sign(n) {\n if (n === 0)\n return 0;\n return n < 0 ? -1 : 1;\n}\n\nexport { sign };\n//# sourceMappingURL=sign.mjs.map\n","let nextUid = 0;\nfunction uid() {\n return ++nextUid;\n}\n\nexport { uid };\n//# sourceMappingURL=uid.mjs.map\n","const warnings = {};\nfunction deprecation(version, message, ignoreDepth = 3) {\n if (warnings[message]) {\n return;\n }\n let stack = new Error().stack;\n if (typeof stack === \"undefined\") {\n console.warn(\"PixiJS Deprecation Warning: \", `${message}\nDeprecated since v${version}`);\n } else {\n stack = stack.split(\"\\n\").splice(ignoreDepth).join(\"\\n\");\n if (console.groupCollapsed) {\n console.groupCollapsed(\"%cPixiJS Deprecation Warning: %c%s\", \"color:#614108;background:#fffbe6\", \"font-weight:normal;color:#614108;background:#fffbe6\", `${message}\nDeprecated since v${version}`);\n console.warn(stack);\n console.groupEnd();\n } else {\n console.warn(\"PixiJS Deprecation Warning: \", `${message}\nDeprecated since v${version}`);\n console.warn(stack);\n }\n }\n warnings[message] = true;\n}\n\nexport { deprecation };\n//# sourceMappingURL=deprecation.mjs.map\n","const ProgramCache = {};\nconst TextureCache = /* @__PURE__ */ Object.create(null);\nconst BaseTextureCache = /* @__PURE__ */ Object.create(null);\nfunction destroyTextureCache() {\n let key;\n for (key in TextureCache) {\n TextureCache[key].destroy();\n }\n for (key in BaseTextureCache) {\n BaseTextureCache[key].destroy();\n }\n}\nfunction clearTextureCache() {\n let key;\n for (key in TextureCache) {\n delete TextureCache[key];\n }\n for (key in BaseTextureCache) {\n delete BaseTextureCache[key];\n }\n}\n\nexport { BaseTextureCache, ProgramCache, TextureCache, clearTextureCache, destroyTextureCache };\n//# sourceMappingURL=caches.mjs.map\n","import { settings } from '@pixi/settings';\n\nclass CanvasRenderTarget {\n constructor(width, height, resolution) {\n this.canvas = settings.ADAPTER.createCanvas();\n this.context = this.canvas.getContext(\"2d\");\n this.resolution = resolution || settings.RESOLUTION;\n this.resize(width, height);\n }\n clear() {\n this.context.setTransform(1, 0, 0, 1, 0, 0);\n this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n }\n resize(desiredWidth, desiredHeight) {\n this.canvas.width = Math.round(desiredWidth * this.resolution);\n this.canvas.height = Math.round(desiredHeight * this.resolution);\n }\n destroy() {\n this.context = null;\n this.canvas = null;\n }\n get width() {\n return this.canvas.width;\n }\n set width(val) {\n this.canvas.width = Math.round(val);\n }\n get height() {\n return this.canvas.height;\n }\n set height(val) {\n this.canvas.height = Math.round(val);\n }\n}\n\nexport { CanvasRenderTarget };\n//# sourceMappingURL=CanvasRenderTarget.mjs.map\n","function trimCanvas(canvas) {\n let width = canvas.width;\n let height = canvas.height;\n const context = canvas.getContext(\"2d\", {\n willReadFrequently: true\n });\n const imageData = context.getImageData(0, 0, width, height);\n const pixels = imageData.data;\n const len = pixels.length;\n const bound = {\n top: null,\n left: null,\n right: null,\n bottom: null\n };\n let data = null;\n let i;\n let x;\n let y;\n for (i = 0; i < len; i += 4) {\n if (pixels[i + 3] !== 0) {\n x = i / 4 % width;\n y = ~~(i / 4 / width);\n if (bound.top === null) {\n bound.top = y;\n }\n if (bound.left === null) {\n bound.left = x;\n } else if (x < bound.left) {\n bound.left = x;\n }\n if (bound.right === null) {\n bound.right = x + 1;\n } else if (bound.right < x) {\n bound.right = x + 1;\n }\n if (bound.bottom === null) {\n bound.bottom = y;\n } else if (bound.bottom < y) {\n bound.bottom = y;\n }\n }\n }\n if (bound.top !== null) {\n width = bound.right - bound.left;\n height = bound.bottom - bound.top + 1;\n data = context.getImageData(bound.left, bound.top, width, height);\n }\n return {\n height,\n width,\n data\n };\n}\n\nexport { trimCanvas };\n//# sourceMappingURL=trimCanvas.mjs.map\n","const DATA_URI = /^\\s*data:(?:([\\w-]+)\\/([\\w+.-]+))?(?:;charset=([\\w-]+))?(?:;(base64))?,(.*)/i;\n\nexport { DATA_URI };\n//# sourceMappingURL=const.mjs.map\n","import { DATA_URI } from '../const.mjs';\n\nfunction decomposeDataUri(dataUri) {\n const dataUriMatch = DATA_URI.exec(dataUri);\n if (dataUriMatch) {\n return {\n mediaType: dataUriMatch[1] ? dataUriMatch[1].toLowerCase() : void 0,\n subType: dataUriMatch[2] ? dataUriMatch[2].toLowerCase() : void 0,\n charset: dataUriMatch[3] ? dataUriMatch[3].toLowerCase() : void 0,\n encoding: dataUriMatch[4] ? dataUriMatch[4].toLowerCase() : void 0,\n data: dataUriMatch[5]\n };\n }\n return void 0;\n}\n\nexport { decomposeDataUri };\n//# sourceMappingURL=decomposeDataUri.mjs.map\n","import { url } from '../url.mjs';\n\nlet tempAnchor;\nfunction determineCrossOrigin(url$1, loc = globalThis.location) {\n if (url$1.startsWith(\"data:\")) {\n return \"\";\n }\n loc = loc || globalThis.location;\n if (!tempAnchor) {\n tempAnchor = document.createElement(\"a\");\n }\n tempAnchor.href = url$1;\n const parsedUrl = url.parse(tempAnchor.href);\n const samePort = !parsedUrl.port && loc.port === \"\" || parsedUrl.port === loc.port;\n if (parsedUrl.hostname !== loc.hostname || !samePort || parsedUrl.protocol !== loc.protocol) {\n return \"anonymous\";\n }\n return \"\";\n}\n\nexport { determineCrossOrigin };\n//# sourceMappingURL=determineCrossOrigin.mjs.map\n","import '../settings.mjs';\nimport { settings } from '@pixi/settings';\n\nfunction getResolutionOfUrl(url, defaultValue = 1) {\n const resolution = settings.RETINA_PREFIX.exec(url);\n if (resolution) {\n return parseFloat(resolution[1]);\n }\n return defaultValue;\n}\n\nexport { getResolutionOfUrl };\n//# sourceMappingURL=getResolutionOfUrl.mjs.map\n","const INSTALLED = [];\nfunction autoDetectResource(source, options) {\n if (!source) {\n return null;\n }\n let extension = \"\";\n if (typeof source === \"string\") {\n const result = /\\.(\\w{3,4})(?:$|\\?|#)/i.exec(source);\n if (result) {\n extension = result[1].toLowerCase();\n }\n }\n for (let i = INSTALLED.length - 1; i >= 0; --i) {\n const ResourcePlugin = INSTALLED[i];\n if (ResourcePlugin.test && ResourcePlugin.test(source, extension)) {\n return new ResourcePlugin(source, options);\n }\n }\n throw new Error(\"Unrecognized source type to auto-detect Resource\");\n}\n\nexport { INSTALLED, autoDetectResource };\n//# sourceMappingURL=autoDetectResource.mjs.map\n","import { Runner } from '@pixi/runner';\n\nclass Resource {\n constructor(width = 0, height = 0) {\n this._width = width;\n this._height = height;\n this.destroyed = false;\n this.internal = false;\n this.onResize = new Runner(\"setRealSize\");\n this.onUpdate = new Runner(\"update\");\n this.onError = new Runner(\"onError\");\n }\n bind(baseTexture) {\n this.onResize.add(baseTexture);\n this.onUpdate.add(baseTexture);\n this.onError.add(baseTexture);\n if (this._width || this._height) {\n this.onResize.emit(this._width, this._height);\n }\n }\n unbind(baseTexture) {\n this.onResize.remove(baseTexture);\n this.onUpdate.remove(baseTexture);\n this.onError.remove(baseTexture);\n }\n resize(width, height) {\n if (width !== this._width || height !== this._height) {\n this._width = width;\n this._height = height;\n this.onResize.emit(width, height);\n }\n }\n get valid() {\n return !!this._width && !!this._height;\n }\n update() {\n if (!this.destroyed) {\n this.onUpdate.emit();\n }\n }\n load() {\n return Promise.resolve(this);\n }\n get width() {\n return this._width;\n }\n get height() {\n return this._height;\n }\n style(_renderer, _baseTexture, _glTexture) {\n return false;\n }\n dispose() {\n }\n destroy() {\n if (!this.destroyed) {\n this.destroyed = true;\n this.dispose();\n this.onError.removeAll();\n this.onError = null;\n this.onResize.removeAll();\n this.onResize = null;\n this.onUpdate.removeAll();\n this.onUpdate = null;\n }\n }\n static test(_source, _extension) {\n return false;\n }\n}\n\nexport { Resource };\n//# sourceMappingURL=Resource.mjs.map\n","import { Resource } from './Resource.mjs';\nimport { ALPHA_MODES } from '@pixi/constants';\n\nclass BufferResource extends Resource {\n constructor(source, options) {\n const { width, height } = options || {};\n if (!width || !height) {\n throw new Error(\"BufferResource width or height invalid\");\n }\n super(width, height);\n this.data = source;\n }\n upload(renderer, baseTexture, glTexture) {\n const gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n const width = baseTexture.realWidth;\n const height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n } else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n }\n dispose() {\n this.data = null;\n }\n static test(source) {\n return source instanceof Float32Array || source instanceof Uint8Array || source instanceof Uint32Array;\n }\n}\n\nexport { BufferResource };\n//# sourceMappingURL=BufferResource.mjs.map\n","import { EventEmitter, uid, isPow2, BaseTextureCache, TextureCache } from '@pixi/utils';\nimport { SCALE_MODES, FORMATS, ALPHA_MODES, TYPES, TARGETS } from '@pixi/constants';\nimport { Resource } from './resources/Resource.mjs';\nimport { BufferResource } from './resources/BufferResource.mjs';\nimport { autoDetectResource } from './resources/autoDetectResource.mjs';\nimport { settings } from '@pixi/settings';\n\nconst defaultBufferOptions = {\n scaleMode: SCALE_MODES.NEAREST,\n format: FORMATS.RGBA,\n alphaMode: ALPHA_MODES.NPM\n};\nconst _BaseTexture = class extends EventEmitter {\n constructor(resource = null, options = null) {\n super();\n options = options || {};\n const {\n alphaMode,\n mipmap,\n anisotropicLevel,\n scaleMode,\n width,\n height,\n wrapMode,\n format,\n type,\n target,\n resolution,\n resourceOptions\n } = options;\n if (resource && !(resource instanceof Resource)) {\n resource = autoDetectResource(resource, resourceOptions);\n resource.internal = true;\n }\n this.resolution = resolution || settings.RESOLUTION;\n this.width = Math.round((width || 0) * this.resolution) / this.resolution;\n this.height = Math.round((height || 0) * this.resolution) / this.resolution;\n this._mipmap = mipmap ?? settings.MIPMAP_TEXTURES;\n this.anisotropicLevel = anisotropicLevel ?? settings.ANISOTROPIC_LEVEL;\n this._wrapMode = wrapMode || settings.WRAP_MODE;\n this._scaleMode = scaleMode ?? settings.SCALE_MODE;\n this.format = format || FORMATS.RGBA;\n this.type = type || TYPES.UNSIGNED_BYTE;\n this.target = target || TARGETS.TEXTURE_2D;\n this.alphaMode = alphaMode ?? ALPHA_MODES.UNPACK;\n this.uid = uid();\n this.touched = 0;\n this.isPowerOfTwo = false;\n this._refreshPOT();\n this._glTextures = {};\n this.dirtyId = 0;\n this.dirtyStyleId = 0;\n this.cacheId = null;\n this.valid = width > 0 && height > 0;\n this.textureCacheIds = [];\n this.destroyed = false;\n this.resource = null;\n this._batchEnabled = 0;\n this._batchLocation = 0;\n this.parentTextureArray = null;\n this.setResource(resource);\n }\n get realWidth() {\n return Math.round(this.width * this.resolution);\n }\n get realHeight() {\n return Math.round(this.height * this.resolution);\n }\n get mipmap() {\n return this._mipmap;\n }\n set mipmap(value) {\n if (this._mipmap !== value) {\n this._mipmap = value;\n this.dirtyStyleId++;\n }\n }\n get scaleMode() {\n return this._scaleMode;\n }\n set scaleMode(value) {\n if (this._scaleMode !== value) {\n this._scaleMode = value;\n this.dirtyStyleId++;\n }\n }\n get wrapMode() {\n return this._wrapMode;\n }\n set wrapMode(value) {\n if (this._wrapMode !== value) {\n this._wrapMode = value;\n this.dirtyStyleId++;\n }\n }\n setStyle(scaleMode, mipmap) {\n let dirty;\n if (scaleMode !== void 0 && scaleMode !== this.scaleMode) {\n this.scaleMode = scaleMode;\n dirty = true;\n }\n if (mipmap !== void 0 && mipmap !== this.mipmap) {\n this.mipmap = mipmap;\n dirty = true;\n }\n if (dirty) {\n this.dirtyStyleId++;\n }\n return this;\n }\n setSize(desiredWidth, desiredHeight, resolution) {\n resolution = resolution || this.resolution;\n return this.setRealSize(desiredWidth * resolution, desiredHeight * resolution, resolution);\n }\n setRealSize(realWidth, realHeight, resolution) {\n this.resolution = resolution || this.resolution;\n this.width = Math.round(realWidth) / this.resolution;\n this.height = Math.round(realHeight) / this.resolution;\n this._refreshPOT();\n this.update();\n return this;\n }\n _refreshPOT() {\n this.isPowerOfTwo = isPow2(this.realWidth) && isPow2(this.realHeight);\n }\n setResolution(resolution) {\n const oldResolution = this.resolution;\n if (oldResolution === resolution) {\n return this;\n }\n this.resolution = resolution;\n if (this.valid) {\n this.width = Math.round(this.width * oldResolution) / resolution;\n this.height = Math.round(this.height * oldResolution) / resolution;\n this.emit(\"update\", this);\n }\n this._refreshPOT();\n return this;\n }\n setResource(resource) {\n if (this.resource === resource) {\n return this;\n }\n if (this.resource) {\n throw new Error(\"Resource can be set only once\");\n }\n resource.bind(this);\n this.resource = resource;\n return this;\n }\n update() {\n if (!this.valid) {\n if (this.width > 0 && this.height > 0) {\n this.valid = true;\n this.emit(\"loaded\", this);\n this.emit(\"update\", this);\n }\n } else {\n this.dirtyId++;\n this.dirtyStyleId++;\n this.emit(\"update\", this);\n }\n }\n onError(event) {\n this.emit(\"error\", this, event);\n }\n destroy() {\n if (this.resource) {\n this.resource.unbind(this);\n if (this.resource.internal) {\n this.resource.destroy();\n }\n this.resource = null;\n }\n if (this.cacheId) {\n delete BaseTextureCache[this.cacheId];\n delete TextureCache[this.cacheId];\n this.cacheId = null;\n }\n this.dispose();\n _BaseTexture.removeFromCache(this);\n this.textureCacheIds = null;\n this.destroyed = true;\n }\n dispose() {\n this.emit(\"dispose\", this);\n }\n castToBaseTexture() {\n return this;\n }\n static from(source, options, strict = settings.STRICT_TEXTURE_CACHE) {\n const isFrame = typeof source === \"string\";\n let cacheId = null;\n if (isFrame) {\n cacheId = source;\n } else {\n if (!source._pixiId) {\n const prefix = options?.pixiIdPrefix || \"pixiid\";\n source._pixiId = `${prefix}_${uid()}`;\n }\n cacheId = source._pixiId;\n }\n let baseTexture = BaseTextureCache[cacheId];\n if (isFrame && strict && !baseTexture) {\n throw new Error(`The cacheId \"${cacheId}\" does not exist in BaseTextureCache.`);\n }\n if (!baseTexture) {\n baseTexture = new _BaseTexture(source, options);\n baseTexture.cacheId = cacheId;\n _BaseTexture.addToCache(baseTexture, cacheId);\n }\n return baseTexture;\n }\n static fromBuffer(buffer, width, height, options) {\n buffer = buffer || new Float32Array(width * height * 4);\n const resource = new BufferResource(buffer, { width, height });\n const type = buffer instanceof Float32Array ? TYPES.FLOAT : TYPES.UNSIGNED_BYTE;\n return new _BaseTexture(resource, Object.assign({}, defaultBufferOptions, options || { width, height, type }));\n }\n static addToCache(baseTexture, id) {\n if (id) {\n if (!baseTexture.textureCacheIds.includes(id)) {\n baseTexture.textureCacheIds.push(id);\n }\n if (BaseTextureCache[id]) {\n console.warn(`BaseTexture added to the cache with an id [${id}] that already had an entry`);\n }\n BaseTextureCache[id] = baseTexture;\n }\n }\n static removeFromCache(baseTexture) {\n if (typeof baseTexture === \"string\") {\n const baseTextureFromCache = BaseTextureCache[baseTexture];\n if (baseTextureFromCache) {\n const index = baseTextureFromCache.textureCacheIds.indexOf(baseTexture);\n if (index > -1) {\n baseTextureFromCache.textureCacheIds.splice(index, 1);\n }\n delete BaseTextureCache[baseTexture];\n return baseTextureFromCache;\n }\n } else if (baseTexture?.textureCacheIds) {\n for (let i = 0; i < baseTexture.textureCacheIds.length; ++i) {\n delete BaseTextureCache[baseTexture.textureCacheIds[i]];\n }\n baseTexture.textureCacheIds.length = 0;\n return baseTexture;\n }\n return null;\n }\n};\nlet BaseTexture = _BaseTexture;\nBaseTexture._globalBatch = 0;\n\nexport { BaseTexture };\n//# sourceMappingURL=BaseTexture.mjs.map\n","import { Resource } from './Resource.mjs';\nimport { BaseTexture } from '../BaseTexture.mjs';\nimport { autoDetectResource } from './autoDetectResource.mjs';\n\nclass AbstractMultiResource extends Resource {\n constructor(length, options) {\n const { width, height } = options || {};\n super(width, height);\n this.items = [];\n this.itemDirtyIds = [];\n for (let i = 0; i < length; i++) {\n const partTexture = new BaseTexture();\n this.items.push(partTexture);\n this.itemDirtyIds.push(-2);\n }\n this.length = length;\n this._load = null;\n this.baseTexture = null;\n }\n initFromArray(resources, options) {\n for (let i = 0; i < this.length; i++) {\n if (!resources[i]) {\n continue;\n }\n if (resources[i].castToBaseTexture) {\n this.addBaseTextureAt(resources[i].castToBaseTexture(), i);\n } else if (resources[i] instanceof Resource) {\n this.addResourceAt(resources[i], i);\n } else {\n this.addResourceAt(autoDetectResource(resources[i], options), i);\n }\n }\n }\n dispose() {\n for (let i = 0, len = this.length; i < len; i++) {\n this.items[i].destroy();\n }\n this.items = null;\n this.itemDirtyIds = null;\n this._load = null;\n }\n addResourceAt(resource, index) {\n if (!this.items[index]) {\n throw new Error(`Index ${index} is out of bounds`);\n }\n if (resource.valid && !this.valid) {\n this.resize(resource.width, resource.height);\n }\n this.items[index].setResource(resource);\n return this;\n }\n bind(baseTexture) {\n if (this.baseTexture !== null) {\n throw new Error(\"Only one base texture per TextureArray is allowed\");\n }\n super.bind(baseTexture);\n for (let i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = baseTexture;\n this.items[i].on(\"update\", baseTexture.update, baseTexture);\n }\n }\n unbind(baseTexture) {\n super.unbind(baseTexture);\n for (let i = 0; i < this.length; i++) {\n this.items[i].parentTextureArray = null;\n this.items[i].off(\"update\", baseTexture.update, baseTexture);\n }\n }\n load() {\n if (this._load) {\n return this._load;\n }\n const resources = this.items.map((item) => item.resource).filter((item) => item);\n const promises = resources.map((item) => item.load());\n this._load = Promise.all(promises).then(() => {\n const { realWidth, realHeight } = this.items[0];\n this.resize(realWidth, realHeight);\n return Promise.resolve(this);\n });\n return this._load;\n }\n}\n\nexport { AbstractMultiResource };\n//# sourceMappingURL=AbstractMultiResource.mjs.map\n","import { TARGETS } from '@pixi/constants';\nimport { AbstractMultiResource } from './AbstractMultiResource.mjs';\n\nclass ArrayResource extends AbstractMultiResource {\n constructor(source, options) {\n const { width, height } = options || {};\n let urls;\n let length;\n if (Array.isArray(source)) {\n urls = source;\n length = source.length;\n } else {\n length = source;\n }\n super(length, { width, height });\n if (urls) {\n this.initFromArray(urls, options);\n }\n }\n addBaseTextureAt(baseTexture, index) {\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n } else {\n throw new Error(\"ArrayResource does not support RenderTexture\");\n }\n return this;\n }\n bind(baseTexture) {\n super.bind(baseTexture);\n baseTexture.target = TARGETS.TEXTURE_2D_ARRAY;\n }\n upload(renderer, texture, glTexture) {\n const { length, itemDirtyIds, items } = this;\n const { gl } = renderer;\n if (glTexture.dirtyId < 0) {\n gl.texImage3D(gl.TEXTURE_2D_ARRAY, 0, glTexture.internalFormat, this._width, this._height, length, 0, texture.format, glTexture.type, null);\n }\n for (let i = 0; i < length; i++) {\n const item = items[i];\n if (itemDirtyIds[i] < item.dirtyId) {\n itemDirtyIds[i] = item.dirtyId;\n if (item.valid) {\n gl.texSubImage3D(gl.TEXTURE_2D_ARRAY, 0, 0, 0, i, item.resource.width, item.resource.height, 1, texture.format, glTexture.type, item.resource.source);\n }\n }\n }\n return true;\n }\n}\n\nexport { ArrayResource };\n//# sourceMappingURL=ArrayResource.mjs.map\n","import { ALPHA_MODES } from '@pixi/constants';\nimport { determineCrossOrigin } from '@pixi/utils';\nimport { Resource } from './Resource.mjs';\n\nclass BaseImageResource extends Resource {\n constructor(source) {\n const sourceAny = source;\n const width = sourceAny.naturalWidth || sourceAny.videoWidth || sourceAny.width;\n const height = sourceAny.naturalHeight || sourceAny.videoHeight || sourceAny.height;\n super(width, height);\n this.source = source;\n this.noSubImage = false;\n }\n static crossOrigin(element, url, crossorigin) {\n if (crossorigin === void 0 && !url.startsWith(\"data:\")) {\n element.crossOrigin = determineCrossOrigin(url);\n } else if (crossorigin !== false) {\n element.crossOrigin = typeof crossorigin === \"string\" ? crossorigin : \"anonymous\";\n }\n }\n upload(renderer, baseTexture, glTexture, source) {\n const gl = renderer.gl;\n const width = baseTexture.realWidth;\n const height = baseTexture.realHeight;\n source = source || this.source;\n if (typeof HTMLImageElement !== \"undefined\" && source instanceof HTMLImageElement) {\n if (!source.complete || source.naturalWidth === 0) {\n return false;\n }\n } else if (typeof HTMLVideoElement !== \"undefined\" && source instanceof HTMLVideoElement) {\n if (source.readyState <= 1) {\n return false;\n }\n }\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n if (!this.noSubImage && baseTexture.target === gl.TEXTURE_2D && glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, baseTexture.format, glTexture.type, source);\n } else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, baseTexture.format, glTexture.type, source);\n }\n return true;\n }\n update() {\n if (this.destroyed) {\n return;\n }\n const source = this.source;\n const width = source.naturalWidth || source.videoWidth || source.width;\n const height = source.naturalHeight || source.videoHeight || source.height;\n this.resize(width, height);\n super.update();\n }\n dispose() {\n this.source = null;\n }\n}\n\nexport { BaseImageResource };\n//# sourceMappingURL=BaseImageResource.mjs.map\n","import { BaseImageResource } from './BaseImageResource.mjs';\n\nclass CanvasResource extends BaseImageResource {\n constructor(source) {\n super(source);\n }\n static test(source) {\n const { OffscreenCanvas } = globalThis;\n if (OffscreenCanvas && source instanceof OffscreenCanvas) {\n return true;\n }\n return globalThis.HTMLCanvasElement && source instanceof HTMLCanvasElement;\n }\n}\n\nexport { CanvasResource };\n//# sourceMappingURL=CanvasResource.mjs.map\n","import { AbstractMultiResource } from './AbstractMultiResource.mjs';\nimport { TARGETS } from '@pixi/constants';\n\nconst _CubeResource = class extends AbstractMultiResource {\n constructor(source, options) {\n const { width, height, autoLoad, linkBaseTexture } = options || {};\n if (source && source.length !== _CubeResource.SIDES) {\n throw new Error(`Invalid length. Got ${source.length}, expected 6`);\n }\n super(6, { width, height });\n for (let i = 0; i < _CubeResource.SIDES; i++) {\n this.items[i].target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n }\n this.linkBaseTexture = linkBaseTexture !== false;\n if (source) {\n this.initFromArray(source, options);\n }\n if (autoLoad !== false) {\n this.load();\n }\n }\n bind(baseTexture) {\n super.bind(baseTexture);\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP;\n }\n addBaseTextureAt(baseTexture, index, linkBaseTexture) {\n if (linkBaseTexture === void 0) {\n linkBaseTexture = this.linkBaseTexture;\n }\n if (!this.items[index]) {\n throw new Error(`Index ${index} is out of bounds`);\n }\n if (!this.linkBaseTexture || baseTexture.parentTextureArray || Object.keys(baseTexture._glTextures).length > 0) {\n if (baseTexture.resource) {\n this.addResourceAt(baseTexture.resource, index);\n } else {\n throw new Error(`CubeResource does not support copying of renderTexture.`);\n }\n } else {\n baseTexture.target = TARGETS.TEXTURE_CUBE_MAP_POSITIVE_X + index;\n baseTexture.parentTextureArray = this.baseTexture;\n this.items[index] = baseTexture;\n }\n if (baseTexture.valid && !this.valid) {\n this.resize(baseTexture.realWidth, baseTexture.realHeight);\n }\n this.items[index] = baseTexture;\n return this;\n }\n upload(renderer, _baseTexture, glTexture) {\n const dirty = this.itemDirtyIds;\n for (let i = 0; i < _CubeResource.SIDES; i++) {\n const side = this.items[i];\n if (dirty[i] < side.dirtyId || glTexture.dirtyId < _baseTexture.dirtyId) {\n if (side.valid && side.resource) {\n side.resource.upload(renderer, side, glTexture);\n dirty[i] = side.dirtyId;\n } else if (dirty[i] < -1) {\n renderer.gl.texImage2D(side.target, 0, glTexture.internalFormat, _baseTexture.realWidth, _baseTexture.realHeight, 0, _baseTexture.format, glTexture.type, null);\n dirty[i] = -1;\n }\n }\n }\n return true;\n }\n static test(source) {\n return Array.isArray(source) && source.length === _CubeResource.SIDES;\n }\n};\nlet CubeResource = _CubeResource;\nCubeResource.SIDES = 6;\n\nexport { CubeResource };\n//# sourceMappingURL=CubeResource.mjs.map\n","import { ALPHA_MODES } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\nimport { BaseImageResource } from './BaseImageResource.mjs';\n\nclass ImageResource extends BaseImageResource {\n constructor(source, options) {\n options = options || {};\n if (typeof source === \"string\") {\n const imageElement = new Image();\n BaseImageResource.crossOrigin(imageElement, source, options.crossorigin);\n imageElement.src = source;\n source = imageElement;\n }\n super(source);\n if (!source.complete && !!this._width && !!this._height) {\n this._width = 0;\n this._height = 0;\n }\n this.url = source.src;\n this._process = null;\n this.preserveBitmap = false;\n this.createBitmap = (options.createBitmap ?? settings.CREATE_IMAGE_BITMAP) && !!globalThis.createImageBitmap;\n this.alphaMode = typeof options.alphaMode === \"number\" ? options.alphaMode : null;\n this.bitmap = null;\n this._load = null;\n if (options.autoLoad !== false) {\n this.load();\n }\n }\n load(createBitmap) {\n if (this._load) {\n return this._load;\n }\n if (createBitmap !== void 0) {\n this.createBitmap = createBitmap;\n }\n this._load = new Promise((resolve, reject) => {\n const source = this.source;\n this.url = source.src;\n const completed = () => {\n if (this.destroyed) {\n return;\n }\n source.onload = null;\n source.onerror = null;\n this.resize(source.width, source.height);\n this._load = null;\n if (this.createBitmap) {\n resolve(this.process());\n } else {\n resolve(this);\n }\n };\n if (source.complete && source.src) {\n completed();\n } else {\n source.onload = completed;\n source.onerror = (event) => {\n reject(event);\n this.onError.emit(event);\n };\n }\n });\n return this._load;\n }\n process() {\n const source = this.source;\n if (this._process !== null) {\n return this._process;\n }\n if (this.bitmap !== null || !globalThis.createImageBitmap) {\n return Promise.resolve(this);\n }\n const createImageBitmap = globalThis.createImageBitmap;\n const cors = !source.crossOrigin || source.crossOrigin === \"anonymous\";\n this._process = fetch(source.src, {\n mode: cors ? \"cors\" : \"no-cors\"\n }).then((r) => r.blob()).then((blob) => createImageBitmap(blob, 0, 0, source.width, source.height, {\n premultiplyAlpha: this.alphaMode === null || this.alphaMode === ALPHA_MODES.UNPACK ? \"premultiply\" : \"none\"\n })).then((bitmap) => {\n if (this.destroyed) {\n return Promise.reject();\n }\n this.bitmap = bitmap;\n this.update();\n this._process = null;\n return Promise.resolve(this);\n });\n return this._process;\n }\n upload(renderer, baseTexture, glTexture) {\n if (typeof this.alphaMode === \"number\") {\n baseTexture.alphaMode = this.alphaMode;\n }\n if (!this.createBitmap) {\n return super.upload(renderer, baseTexture, glTexture);\n }\n if (!this.bitmap) {\n this.process();\n if (!this.bitmap) {\n return false;\n }\n }\n super.upload(renderer, baseTexture, glTexture, this.bitmap);\n if (!this.preserveBitmap) {\n let flag = true;\n const glTextures = baseTexture._glTextures;\n for (const key in glTextures) {\n const otherTex = glTextures[key];\n if (otherTex !== glTexture && otherTex.dirtyId !== baseTexture.dirtyId) {\n flag = false;\n break;\n }\n }\n if (flag) {\n if (this.bitmap.close) {\n this.bitmap.close();\n }\n this.bitmap = null;\n }\n }\n return true;\n }\n dispose() {\n this.source.onload = null;\n this.source.onerror = null;\n super.dispose();\n if (this.bitmap) {\n this.bitmap.close();\n this.bitmap = null;\n }\n this._process = null;\n this._load = null;\n }\n static test(source) {\n return typeof HTMLImageElement !== \"undefined\" && (typeof source === \"string\" || source instanceof HTMLImageElement);\n }\n}\n\nexport { ImageResource };\n//# sourceMappingURL=ImageResource.mjs.map\n","import { uid } from '@pixi/utils';\nimport { BaseImageResource } from './BaseImageResource.mjs';\nimport { settings } from '@pixi/settings';\n\nconst _SVGResource = class extends BaseImageResource {\n constructor(sourceBase64, options) {\n options = options || {};\n super(settings.ADAPTER.createCanvas());\n this._width = 0;\n this._height = 0;\n this.svg = sourceBase64;\n this.scale = options.scale || 1;\n this._overrideWidth = options.width;\n this._overrideHeight = options.height;\n this._resolve = null;\n this._crossorigin = options.crossorigin;\n this._load = null;\n if (options.autoLoad !== false) {\n this.load();\n }\n }\n load() {\n if (this._load) {\n return this._load;\n }\n this._load = new Promise((resolve) => {\n this._resolve = () => {\n this.resize(this.source.width, this.source.height);\n resolve(this);\n };\n if (_SVGResource.SVG_XML.test(this.svg.trim())) {\n if (!btoa) {\n throw new Error(\"Your browser doesn't support base64 conversions.\");\n }\n this.svg = `data:image/svg+xml;base64,${btoa(unescape(encodeURIComponent(this.svg)))}`;\n }\n this._loadSvg();\n });\n return this._load;\n }\n _loadSvg() {\n const tempImage = new Image();\n BaseImageResource.crossOrigin(tempImage, this.svg, this._crossorigin);\n tempImage.src = this.svg;\n tempImage.onerror = (event) => {\n if (!this._resolve) {\n return;\n }\n tempImage.onerror = null;\n this.onError.emit(event);\n };\n tempImage.onload = () => {\n if (!this._resolve) {\n return;\n }\n const svgWidth = tempImage.width;\n const svgHeight = tempImage.height;\n if (!svgWidth || !svgHeight) {\n throw new Error(\"The SVG image must have width and height defined (in pixels), canvas API needs them.\");\n }\n let width = svgWidth * this.scale;\n let height = svgHeight * this.scale;\n if (this._overrideWidth || this._overrideHeight) {\n width = this._overrideWidth || this._overrideHeight / svgHeight * svgWidth;\n height = this._overrideHeight || this._overrideWidth / svgWidth * svgHeight;\n }\n width = Math.round(width);\n height = Math.round(height);\n const canvas = this.source;\n canvas.width = width;\n canvas.height = height;\n canvas._pixiId = `canvas_${uid()}`;\n canvas.getContext(\"2d\").drawImage(tempImage, 0, 0, svgWidth, svgHeight, 0, 0, width, height);\n this._resolve();\n this._resolve = null;\n };\n }\n static getSize(svgString) {\n const sizeMatch = _SVGResource.SVG_SIZE.exec(svgString);\n const size = {};\n if (sizeMatch) {\n size[sizeMatch[1]] = Math.round(parseFloat(sizeMatch[3]));\n size[sizeMatch[5]] = Math.round(parseFloat(sizeMatch[7]));\n }\n return size;\n }\n dispose() {\n super.dispose();\n this._resolve = null;\n this._crossorigin = null;\n }\n static test(source, extension) {\n return extension === \"svg\" || typeof source === \"string\" && source.startsWith(\"data:image/svg+xml\") || typeof source === \"string\" && _SVGResource.SVG_XML.test(source);\n }\n};\nlet SVGResource = _SVGResource;\nSVGResource.SVG_XML = /^(<\\?xml[^?]+\\?>)?\\s*(<!--[^(-->)]*-->)?\\s*\\<svg/m;\nSVGResource.SVG_SIZE = /<svg[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*(?:\\s(width|height)=('|\")(\\d*(?:\\.\\d+)?)(?:px)?('|\"))[^>]*>/i;\n\nexport { SVGResource };\n//# sourceMappingURL=SVGResource.mjs.map\n","import { BaseImageResource } from './BaseImageResource.mjs';\nimport { Ticker } from '@pixi/ticker';\n\nconst _VideoResource = class extends BaseImageResource {\n constructor(source, options) {\n options = options || {};\n if (!(source instanceof HTMLVideoElement)) {\n const videoElement = document.createElement(\"video\");\n videoElement.setAttribute(\"preload\", \"auto\");\n videoElement.setAttribute(\"webkit-playsinline\", \"\");\n videoElement.setAttribute(\"playsinline\", \"\");\n if (typeof source === \"string\") {\n source = [source];\n }\n const firstSrc = source[0].src || source[0];\n BaseImageResource.crossOrigin(videoElement, firstSrc, options.crossorigin);\n for (let i = 0; i < source.length; ++i) {\n const sourceElement = document.createElement(\"source\");\n let { src, mime } = source[i];\n src = src || source[i];\n const baseSrc = src.split(\"?\").shift().toLowerCase();\n const ext = baseSrc.slice(baseSrc.lastIndexOf(\".\") + 1);\n mime = mime || _VideoResource.MIME_TYPES[ext] || `video/${ext}`;\n sourceElement.src = src;\n sourceElement.type = mime;\n videoElement.appendChild(sourceElement);\n }\n source = videoElement;\n }\n super(source);\n this.noSubImage = true;\n this._autoUpdate = true;\n this._isConnectedToTicker = false;\n this._updateFPS = options.updateFPS || 0;\n this._msToNextUpdate = 0;\n this.autoPlay = options.autoPlay !== false;\n this._load = null;\n this._resolve = null;\n this._onCanPlay = this._onCanPlay.bind(this);\n this._onError = this._onError.bind(this);\n if (options.autoLoad !== false) {\n this.load();\n }\n }\n update(_deltaTime = 0) {\n if (!this.destroyed) {\n const elapsedMS = Ticker.shared.elapsedMS * this.source.playbackRate;\n this._msToNextUpdate = Math.floor(this._msToNextUpdate - elapsedMS);\n if (!this._updateFPS || this._msToNextUpdate <= 0) {\n super.update();\n this._msToNextUpdate = this._updateFPS ? Math.floor(1e3 / this._updateFPS) : 0;\n }\n }\n }\n load() {\n if (this._load) {\n return this._load;\n }\n const source = this.source;\n if ((source.readyState === source.HAVE_ENOUGH_DATA || source.readyState === source.HAVE_FUTURE_DATA) && source.width && source.height) {\n source.complete = true;\n }\n source.addEventListener(\"play\", this._onPlayStart.bind(this));\n source.addEventListener(\"pause\", this._onPlayStop.bind(this));\n if (!this._isSourceReady()) {\n source.addEventListener(\"canplay\", this._onCanPlay);\n source.addEventListener(\"canplaythrough\", this._onCanPlay);\n source.addEventListener(\"error\", this._onError, true);\n } else {\n this._onCanPlay();\n }\n this._load = new Promise((resolve) => {\n if (this.valid) {\n resolve(this);\n } else {\n this._resolve = resolve;\n source.load();\n }\n });\n return this._load;\n }\n _onError(event) {\n this.source.removeEventListener(\"error\", this._onError, true);\n this.onError.emit(event);\n }\n _isSourcePlaying() {\n const source = this.source;\n return !source.paused && !source.ended && this._isSourceReady();\n }\n _isSourceReady() {\n const source = this.source;\n return source.readyState > 2;\n }\n _onPlayStart() {\n if (!this.valid) {\n this._onCanPlay();\n }\n if (this.autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n _onPlayStop() {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n }\n _onCanPlay() {\n const source = this.source;\n source.removeEventListener(\"canplay\", this._onCanPlay);\n source.removeEventListener(\"canplaythrough\", this._onCanPlay);\n const valid = this.valid;\n this.resize(source.videoWidth, source.videoHeight);\n if (!valid && this._resolve) {\n this._resolve(this);\n this._resolve = null;\n }\n if (this._isSourcePlaying()) {\n this._onPlayStart();\n } else if (this.autoPlay) {\n source.play();\n }\n }\n dispose() {\n if (this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n const source = this.source;\n if (source) {\n source.removeEventListener(\"error\", this._onError, true);\n source.pause();\n source.src = \"\";\n source.load();\n }\n super.dispose();\n }\n get autoUpdate() {\n return this._autoUpdate;\n }\n set autoUpdate(value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n } else if (this._autoUpdate && !this._isConnectedToTicker && this._isSourcePlaying()) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n }\n get updateFPS() {\n return this._updateFPS;\n }\n set updateFPS(value) {\n if (value !== this._updateFPS) {\n this._updateFPS = value;\n }\n }\n static test(source, extension) {\n return globalThis.HTMLVideoElement && source instanceof HTMLVideoElement || _VideoResource.TYPES.includes(extension);\n }\n};\nlet VideoResource = _VideoResource;\nVideoResource.TYPES = [\"mp4\", \"m4v\", \"webm\", \"ogg\", \"ogv\", \"h264\", \"avi\", \"mov\"];\nVideoResource.MIME_TYPES = {\n ogv: \"video/ogg\",\n mov: \"video/quicktime\",\n m4v: \"video/mp4\"\n};\n\nexport { VideoResource };\n//# sourceMappingURL=VideoResource.mjs.map\n","import { ALPHA_MODES } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\nimport { BaseImageResource } from './BaseImageResource.mjs';\n\nclass ImageBitmapResource extends BaseImageResource {\n constructor(source, options) {\n var __super = (...args) => {\n super(...args);\n };\n options = options || {};\n if (typeof source === \"string\") {\n __super(ImageBitmapResource.EMPTY);\n this.url = source;\n } else {\n __super(source);\n this.url = null;\n }\n this.crossOrigin = options.crossOrigin ?? true;\n this.alphaMode = typeof options.alphaMode === \"number\" ? options.alphaMode : null;\n this._load = null;\n if (options.autoLoad !== false) {\n this.load();\n }\n }\n load() {\n if (this._load) {\n return this._load;\n }\n this._load = new Promise(async (resolve, reject) => {\n if (this.url === null) {\n resolve(this);\n return;\n }\n try {\n const response = await settings.ADAPTER.fetch(this.url, {\n mode: this.crossOrigin ? \"cors\" : \"no-cors\"\n });\n if (this.destroyed)\n return;\n const imageBlob = await response.blob();\n if (this.destroyed)\n return;\n const imageBitmap = await createImageBitmap(imageBlob, {\n premultiplyAlpha: this.alphaMode === null || this.alphaMode === ALPHA_MODES.UNPACK ? \"premultiply\" : \"none\"\n });\n if (this.destroyed)\n return;\n this.source = imageBitmap;\n this.update();\n resolve(this);\n } catch (e) {\n if (this.destroyed)\n return;\n reject(e);\n this.onError.emit(e);\n }\n });\n return this._load;\n }\n upload(renderer, baseTexture, glTexture) {\n if (!(this.source instanceof ImageBitmap)) {\n this.load();\n return false;\n }\n if (typeof this.alphaMode === \"number\") {\n baseTexture.alphaMode = this.alphaMode;\n }\n return super.upload(renderer, baseTexture, glTexture);\n }\n dispose() {\n if (this.source instanceof ImageBitmap) {\n this.source.close();\n }\n super.dispose();\n this._load = null;\n }\n static test(source) {\n return !!globalThis.createImageBitmap && typeof ImageBitmap !== \"undefined\" && (typeof source === \"string\" || source instanceof ImageBitmap);\n }\n static get EMPTY() {\n ImageBitmapResource._EMPTY = ImageBitmapResource._EMPTY ?? settings.ADAPTER.createCanvas(0, 0);\n return ImageBitmapResource._EMPTY;\n }\n}\n\nexport { ImageBitmapResource };\n//# sourceMappingURL=ImageBitmapResource.mjs.map\n","import { INSTALLED } from './autoDetectResource.mjs';\nexport { INSTALLED, autoDetectResource } from './autoDetectResource.mjs';\nimport { ArrayResource } from './ArrayResource.mjs';\nexport { ArrayResource } from './ArrayResource.mjs';\nimport { BufferResource } from './BufferResource.mjs';\nexport { BufferResource } from './BufferResource.mjs';\nimport { CanvasResource } from './CanvasResource.mjs';\nexport { CanvasResource } from './CanvasResource.mjs';\nimport { CubeResource } from './CubeResource.mjs';\nexport { CubeResource } from './CubeResource.mjs';\nimport { ImageResource } from './ImageResource.mjs';\nexport { ImageResource } from './ImageResource.mjs';\nimport { SVGResource } from './SVGResource.mjs';\nexport { SVGResource } from './SVGResource.mjs';\nimport { VideoResource } from './VideoResource.mjs';\nexport { VideoResource } from './VideoResource.mjs';\nimport { ImageBitmapResource } from './ImageBitmapResource.mjs';\nexport { ImageBitmapResource } from './ImageBitmapResource.mjs';\nexport { Resource } from './Resource.mjs';\nexport { BaseImageResource } from './BaseImageResource.mjs';\nexport { AbstractMultiResource } from './AbstractMultiResource.mjs';\n\nINSTALLED.push(ImageBitmapResource, ImageResource, CanvasResource, VideoResource, SVGResource, BufferResource, CubeResource, ArrayResource);\n//# sourceMappingURL=index.mjs.map\n","import { ALPHA_MODES } from '@pixi/constants';\nimport { BufferResource } from './BufferResource.mjs';\n\nclass DepthResource extends BufferResource {\n upload(renderer, baseTexture, glTexture) {\n const gl = renderer.gl;\n gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, baseTexture.alphaMode === ALPHA_MODES.UNPACK);\n const width = baseTexture.realWidth;\n const height = baseTexture.realHeight;\n if (glTexture.width === width && glTexture.height === height) {\n gl.texSubImage2D(baseTexture.target, 0, 0, 0, width, height, baseTexture.format, glTexture.type, this.data);\n } else {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(baseTexture.target, 0, glTexture.internalFormat, width, height, 0, baseTexture.format, glTexture.type, this.data);\n }\n return true;\n }\n}\n\nexport { DepthResource };\n//# sourceMappingURL=DepthResource.mjs.map\n","import { Runner } from '@pixi/runner';\nimport { BaseTexture } from '../textures/BaseTexture.mjs';\nimport { DepthResource } from '../textures/resources/DepthResource.mjs';\nimport { MSAA_QUALITY, SCALE_MODES, MIPMAP_MODES, FORMATS, TYPES } from '@pixi/constants';\n\nclass Framebuffer {\n constructor(width, height) {\n this.width = Math.round(width || 100);\n this.height = Math.round(height || 100);\n this.stencil = false;\n this.depth = false;\n this.dirtyId = 0;\n this.dirtyFormat = 0;\n this.dirtySize = 0;\n this.depthTexture = null;\n this.colorTextures = [];\n this.glFramebuffers = {};\n this.disposeRunner = new Runner(\"disposeFramebuffer\");\n this.multisample = MSAA_QUALITY.NONE;\n }\n get colorTexture() {\n return this.colorTextures[0];\n }\n addColorTexture(index = 0, texture) {\n this.colorTextures[index] = texture || new BaseTexture(null, {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n mipmap: MIPMAP_MODES.OFF,\n width: this.width,\n height: this.height\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n }\n addDepthTexture(texture) {\n this.depthTexture = texture || new BaseTexture(new DepthResource(null, { width: this.width, height: this.height }), {\n scaleMode: SCALE_MODES.NEAREST,\n resolution: 1,\n width: this.width,\n height: this.height,\n mipmap: MIPMAP_MODES.OFF,\n format: FORMATS.DEPTH_COMPONENT,\n type: TYPES.UNSIGNED_SHORT\n });\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n }\n enableDepth() {\n this.depth = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n }\n enableStencil() {\n this.stencil = true;\n this.dirtyId++;\n this.dirtyFormat++;\n return this;\n }\n resize(width, height) {\n width = Math.round(width);\n height = Math.round(height);\n if (width === this.width && height === this.height)\n return;\n this.width = width;\n this.height = height;\n this.dirtyId++;\n this.dirtySize++;\n for (let i = 0; i < this.colorTextures.length; i++) {\n const texture = this.colorTextures[i];\n const resolution = texture.resolution;\n texture.setSize(width / resolution, height / resolution);\n }\n if (this.depthTexture) {\n const resolution = this.depthTexture.resolution;\n this.depthTexture.setSize(width / resolution, height / resolution);\n }\n }\n dispose() {\n this.disposeRunner.emit(this, false);\n }\n destroyDepthTexture() {\n if (this.depthTexture) {\n this.depthTexture.destroy();\n this.depthTexture = null;\n ++this.dirtyId;\n ++this.dirtyFormat;\n }\n }\n}\n\nexport { Framebuffer };\n//# sourceMappingURL=Framebuffer.mjs.map\n","import { BaseTexture } from '../textures/BaseTexture.mjs';\nimport { Framebuffer } from '../framebuffer/Framebuffer.mjs';\nimport { MSAA_QUALITY, MIPMAP_MODES } from '@pixi/constants';\n\nclass BaseRenderTexture extends BaseTexture {\n constructor(options = {}) {\n if (typeof options === \"number\") {\n const width = arguments[0];\n const height = arguments[1];\n const scaleMode = arguments[2];\n const resolution = arguments[3];\n options = { width, height, scaleMode, resolution };\n }\n options.width = options.width || 100;\n options.height = options.height || 100;\n options.multisample ?? (options.multisample = MSAA_QUALITY.NONE);\n super(null, options);\n this.mipmap = MIPMAP_MODES.OFF;\n this.valid = true;\n this.clearColor = [0, 0, 0, 0];\n this.framebuffer = new Framebuffer(this.realWidth, this.realHeight).addColorTexture(0, this);\n this.framebuffer.multisample = options.multisample;\n this.maskStack = [];\n this.filterStack = [{}];\n }\n resize(desiredWidth, desiredHeight) {\n this.framebuffer.resize(desiredWidth * this.resolution, desiredHeight * this.resolution);\n this.setRealSize(this.framebuffer.width, this.framebuffer.height);\n }\n dispose() {\n this.framebuffer.dispose();\n super.dispose();\n }\n destroy() {\n super.destroy();\n this.framebuffer.destroyDepthTexture();\n this.framebuffer = null;\n }\n}\n\nexport { BaseRenderTexture };\n//# sourceMappingURL=BaseRenderTexture.mjs.map\n","import { groupD8 } from '@pixi/math';\n\nclass TextureUvs {\n constructor() {\n this.x0 = 0;\n this.y0 = 0;\n this.x1 = 1;\n this.y1 = 0;\n this.x2 = 1;\n this.y2 = 1;\n this.x3 = 0;\n this.y3 = 1;\n this.uvsFloat32 = new Float32Array(8);\n }\n set(frame, baseFrame, rotate) {\n const tw = baseFrame.width;\n const th = baseFrame.height;\n if (rotate) {\n const w2 = frame.width / 2 / tw;\n const h2 = frame.height / 2 / th;\n const cX = frame.x / tw + w2;\n const cY = frame.y / th + h2;\n rotate = groupD8.add(rotate, groupD8.NW);\n this.x0 = cX + w2 * groupD8.uX(rotate);\n this.y0 = cY + h2 * groupD8.uY(rotate);\n rotate = groupD8.add(rotate, 2);\n this.x1 = cX + w2 * groupD8.uX(rotate);\n this.y1 = cY + h2 * groupD8.uY(rotate);\n rotate = groupD8.add(rotate, 2);\n this.x2 = cX + w2 * groupD8.uX(rotate);\n this.y2 = cY + h2 * groupD8.uY(rotate);\n rotate = groupD8.add(rotate, 2);\n this.x3 = cX + w2 * groupD8.uX(rotate);\n this.y3 = cY + h2 * groupD8.uY(rotate);\n } else {\n this.x0 = frame.x / tw;\n this.y0 = frame.y / th;\n this.x1 = (frame.x + frame.width) / tw;\n this.y1 = frame.y / th;\n this.x2 = (frame.x + frame.width) / tw;\n this.y2 = (frame.y + frame.height) / th;\n this.x3 = frame.x / tw;\n this.y3 = (frame.y + frame.height) / th;\n }\n this.uvsFloat32[0] = this.x0;\n this.uvsFloat32[1] = this.y0;\n this.uvsFloat32[2] = this.x1;\n this.uvsFloat32[3] = this.y1;\n this.uvsFloat32[4] = this.x2;\n this.uvsFloat32[5] = this.y2;\n this.uvsFloat32[6] = this.x3;\n this.uvsFloat32[7] = this.y3;\n }\n}\n\nexport { TextureUvs };\n//# sourceMappingURL=TextureUvs.mjs.map\n","import { Rectangle, Point } from '@pixi/math';\nimport { settings } from '@pixi/settings';\nimport { EventEmitter, TextureCache, uid, getResolutionOfUrl } from '@pixi/utils';\nimport { ImageResource } from './resources/ImageResource.mjs';\nimport { BaseTexture } from './BaseTexture.mjs';\nimport { TextureUvs } from './TextureUvs.mjs';\n\nconst DEFAULT_UVS = new TextureUvs();\nfunction removeAllHandlers(tex) {\n tex.destroy = function _emptyDestroy() {\n };\n tex.on = function _emptyOn() {\n };\n tex.once = function _emptyOnce() {\n };\n tex.emit = function _emptyEmit() {\n };\n}\nclass Texture extends EventEmitter {\n constructor(baseTexture, frame, orig, trim, rotate, anchor) {\n super();\n this.noFrame = false;\n if (!frame) {\n this.noFrame = true;\n frame = new Rectangle(0, 0, 1, 1);\n }\n if (baseTexture instanceof Texture) {\n baseTexture = baseTexture.baseTexture;\n }\n this.baseTexture = baseTexture;\n this._frame = frame;\n this.trim = trim;\n this.valid = false;\n this._uvs = DEFAULT_UVS;\n this.uvMatrix = null;\n this.orig = orig || frame;\n this._rotate = Number(rotate || 0);\n if (rotate === true) {\n this._rotate = 2;\n } else if (this._rotate % 2 !== 0) {\n throw new Error(\"attempt to use diamond-shaped UVs. If you are sure, set rotation manually\");\n }\n this.defaultAnchor = anchor ? new Point(anchor.x, anchor.y) : new Point(0, 0);\n this._updateID = 0;\n this.textureCacheIds = [];\n if (!baseTexture.valid) {\n baseTexture.once(\"loaded\", this.onBaseTextureUpdated, this);\n } else if (this.noFrame) {\n if (baseTexture.valid) {\n this.onBaseTextureUpdated(baseTexture);\n }\n } else {\n this.frame = frame;\n }\n if (this.noFrame) {\n baseTexture.on(\"update\", this.onBaseTextureUpdated, this);\n }\n }\n update() {\n if (this.baseTexture.resource) {\n this.baseTexture.resource.update();\n }\n }\n onBaseTextureUpdated(baseTexture) {\n if (this.noFrame) {\n if (!this.baseTexture.valid) {\n return;\n }\n this._frame.width = baseTexture.width;\n this._frame.height = baseTexture.height;\n this.valid = true;\n this.updateUvs();\n } else {\n this.frame = this._frame;\n }\n this.emit(\"update\", this);\n }\n destroy(destroyBase) {\n if (this.baseTexture) {\n if (destroyBase) {\n const { resource } = this.baseTexture;\n if (resource?.url && TextureCache[resource.url]) {\n Texture.removeFromCache(resource.url);\n }\n this.baseTexture.destroy();\n }\n this.baseTexture.off(\"loaded\", this.onBaseTextureUpdated, this);\n this.baseTexture.off(\"update\", this.onBaseTextureUpdated, this);\n this.baseTexture = null;\n }\n this._frame = null;\n this._uvs = null;\n this.trim = null;\n this.orig = null;\n this.valid = false;\n Texture.removeFromCache(this);\n this.textureCacheIds = null;\n }\n clone() {\n const clonedFrame = this._frame.clone();\n const clonedOrig = this._frame === this.orig ? clonedFrame : this.orig.clone();\n const clonedTexture = new Texture(this.baseTexture, !this.noFrame && clonedFrame, clonedOrig, this.trim?.clone(), this.rotate, this.defaultAnchor);\n if (this.noFrame) {\n clonedTexture._frame = clonedFrame;\n }\n return clonedTexture;\n }\n updateUvs() {\n if (this._uvs === DEFAULT_UVS) {\n this._uvs = new TextureUvs();\n }\n this._uvs.set(this._frame, this.baseTexture, this.rotate);\n this._updateID++;\n }\n static from(source, options = {}, strict = settings.STRICT_TEXTURE_CACHE) {\n const isFrame = typeof source === \"string\";\n let cacheId = null;\n if (isFrame) {\n cacheId = source;\n } else if (source instanceof BaseTexture) {\n if (!source.cacheId) {\n const prefix = options?.pixiIdPrefix || \"pixiid\";\n source.cacheId = `${prefix}-${uid()}`;\n BaseTexture.addToCache(source, source.cacheId);\n }\n cacheId = source.cacheId;\n } else {\n if (!source._pixiId) {\n const prefix = options?.pixiIdPrefix || \"pixiid\";\n source._pixiId = `${prefix}_${uid()}`;\n }\n cacheId = source._pixiId;\n }\n let texture = TextureCache[cacheId];\n if (isFrame && strict && !texture) {\n throw new Error(`The cacheId \"${cacheId}\" does not exist in TextureCache.`);\n }\n if (!texture && !(source instanceof BaseTexture)) {\n if (!options.resolution) {\n options.resolution = getResolutionOfUrl(source);\n }\n texture = new Texture(new BaseTexture(source, options));\n texture.baseTexture.cacheId = cacheId;\n BaseTexture.addToCache(texture.baseTexture, cacheId);\n Texture.addToCache(texture, cacheId);\n } else if (!texture && source instanceof BaseTexture) {\n texture = new Texture(source);\n Texture.addToCache(texture, cacheId);\n }\n return texture;\n }\n static fromURL(url, options) {\n const resourceOptions = Object.assign({ autoLoad: false }, options?.resourceOptions);\n const texture = Texture.from(url, Object.assign({ resourceOptions }, options), false);\n const resource = texture.baseTexture.resource;\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n return resource.load().then(() => Promise.resolve(texture));\n }\n static fromBuffer(buffer, width, height, options) {\n return new Texture(BaseTexture.fromBuffer(buffer, width, height, options));\n }\n static fromLoader(source, imageUrl, name, options) {\n const baseTexture = new BaseTexture(source, Object.assign({\n scaleMode: settings.SCALE_MODE,\n resolution: getResolutionOfUrl(imageUrl)\n }, options));\n const { resource } = baseTexture;\n if (resource instanceof ImageResource) {\n resource.url = imageUrl;\n }\n const texture = new Texture(baseTexture);\n if (!name) {\n name = imageUrl;\n }\n BaseTexture.addToCache(texture.baseTexture, name);\n Texture.addToCache(texture, name);\n if (name !== imageUrl) {\n BaseTexture.addToCache(texture.baseTexture, imageUrl);\n Texture.addToCache(texture, imageUrl);\n }\n if (texture.baseTexture.valid) {\n return Promise.resolve(texture);\n }\n return new Promise((resolve) => {\n texture.baseTexture.once(\"loaded\", () => resolve(texture));\n });\n }\n static addToCache(texture, id) {\n if (id) {\n if (!texture.textureCacheIds.includes(id)) {\n texture.textureCacheIds.push(id);\n }\n if (TextureCache[id]) {\n console.warn(`Texture added to the cache with an id [${id}] that already had an entry`);\n }\n TextureCache[id] = texture;\n }\n }\n static removeFromCache(texture) {\n if (typeof texture === \"string\") {\n const textureFromCache = TextureCache[texture];\n if (textureFromCache) {\n const index = textureFromCache.textureCacheIds.indexOf(texture);\n if (index > -1) {\n textureFromCache.textureCacheIds.splice(index, 1);\n }\n delete TextureCache[texture];\n return textureFromCache;\n }\n } else if (texture?.textureCacheIds) {\n for (let i = 0; i < texture.textureCacheIds.length; ++i) {\n if (TextureCache[texture.textureCacheIds[i]] === texture) {\n delete TextureCache[texture.textureCacheIds[i]];\n }\n }\n texture.textureCacheIds.length = 0;\n return texture;\n }\n return null;\n }\n get resolution() {\n return this.baseTexture.resolution;\n }\n get frame() {\n return this._frame;\n }\n set frame(frame) {\n this._frame = frame;\n this.noFrame = false;\n const { x, y, width, height } = frame;\n const xNotFit = x + width > this.baseTexture.width;\n const yNotFit = y + height > this.baseTexture.height;\n if (xNotFit || yNotFit) {\n const relationship = xNotFit && yNotFit ? \"and\" : \"or\";\n const errorX = `X: ${x} + ${width} = ${x + width} > ${this.baseTexture.width}`;\n const errorY = `Y: ${y} + ${height} = ${y + height} > ${this.baseTexture.height}`;\n throw new Error(`Texture Error: frame does not fit inside the base Texture dimensions: ${errorX} ${relationship} ${errorY}`);\n }\n this.valid = width && height && this.baseTexture.valid;\n if (!this.trim && !this.rotate) {\n this.orig = frame;\n }\n if (this.valid) {\n this.updateUvs();\n }\n }\n get rotate() {\n return this._rotate;\n }\n set rotate(rotate) {\n this._rotate = rotate;\n if (this.valid) {\n this.updateUvs();\n }\n }\n get width() {\n return this.orig.width;\n }\n get height() {\n return this.orig.height;\n }\n castToBaseTexture() {\n return this.baseTexture;\n }\n static get EMPTY() {\n if (!Texture._EMPTY) {\n Texture._EMPTY = new Texture(new BaseTexture());\n removeAllHandlers(Texture._EMPTY);\n removeAllHandlers(Texture._EMPTY.baseTexture);\n }\n return Texture._EMPTY;\n }\n static get WHITE() {\n if (!Texture._WHITE) {\n const canvas = settings.ADAPTER.createCanvas(16, 16);\n const context = canvas.getContext(\"2d\");\n canvas.width = 16;\n canvas.height = 16;\n context.fillStyle = \"white\";\n context.fillRect(0, 0, 16, 16);\n Texture._WHITE = new Texture(BaseTexture.from(canvas));\n removeAllHandlers(Texture._WHITE);\n removeAllHandlers(Texture._WHITE.baseTexture);\n }\n return Texture._WHITE;\n }\n}\n\nexport { Texture };\n//# sourceMappingURL=Texture.mjs.map\n","import { BaseRenderTexture } from './BaseRenderTexture.mjs';\nimport { Texture } from '../textures/Texture.mjs';\n\nclass RenderTexture extends Texture {\n constructor(baseRenderTexture, frame) {\n super(baseRenderTexture, frame);\n this.valid = true;\n this.filterFrame = null;\n this.filterPoolKey = null;\n this.updateUvs();\n }\n get framebuffer() {\n return this.baseTexture.framebuffer;\n }\n get multisample() {\n return this.framebuffer.multisample;\n }\n set multisample(value) {\n this.framebuffer.multisample = value;\n }\n resize(desiredWidth, desiredHeight, resizeBaseTexture = true) {\n const resolution = this.baseTexture.resolution;\n const width = Math.round(desiredWidth * resolution) / resolution;\n const height = Math.round(desiredHeight * resolution) / resolution;\n this.valid = width > 0 && height > 0;\n this._frame.width = this.orig.width = width;\n this._frame.height = this.orig.height = height;\n if (resizeBaseTexture) {\n this.baseTexture.resize(width, height);\n }\n this.updateUvs();\n }\n setResolution(resolution) {\n const { baseTexture } = this;\n if (baseTexture.resolution === resolution) {\n return;\n }\n baseTexture.setResolution(resolution);\n this.resize(baseTexture.width, baseTexture.height, false);\n }\n static create(options) {\n return new RenderTexture(new BaseRenderTexture(options));\n }\n}\n\nexport { RenderTexture };\n//# sourceMappingURL=RenderTexture.mjs.map\n","import { RenderTexture } from './RenderTexture.mjs';\nimport { BaseRenderTexture } from './BaseRenderTexture.mjs';\nimport { nextPow2 } from '@pixi/utils';\nimport { MSAA_QUALITY } from '@pixi/constants';\n\nclass RenderTexturePool {\n constructor(textureOptions) {\n this.texturePool = {};\n this.textureOptions = textureOptions || {};\n this.enableFullScreen = false;\n this._pixelsWidth = 0;\n this._pixelsHeight = 0;\n }\n createTexture(realWidth, realHeight, multisample = MSAA_QUALITY.NONE) {\n const baseRenderTexture = new BaseRenderTexture(Object.assign({\n width: realWidth,\n height: realHeight,\n resolution: 1,\n multisample\n }, this.textureOptions));\n return new RenderTexture(baseRenderTexture);\n }\n getOptimalTexture(minWidth, minHeight, resolution = 1, multisample = MSAA_QUALITY.NONE) {\n let key;\n minWidth = Math.ceil(minWidth * resolution - 1e-6);\n minHeight = Math.ceil(minHeight * resolution - 1e-6);\n if (!this.enableFullScreen || minWidth !== this._pixelsWidth || minHeight !== this._pixelsHeight) {\n minWidth = nextPow2(minWidth);\n minHeight = nextPow2(minHeight);\n key = ((minWidth & 65535) << 16 | minHeight & 65535) >>> 0;\n if (multisample > 1) {\n key += multisample * 4294967296;\n }\n } else {\n key = multisample > 1 ? -multisample : -1;\n }\n if (!this.texturePool[key]) {\n this.texturePool[key] = [];\n }\n let renderTexture = this.texturePool[key].pop();\n if (!renderTexture) {\n renderTexture = this.createTexture(minWidth, minHeight, multisample);\n }\n renderTexture.filterPoolKey = key;\n renderTexture.setResolution(resolution);\n return renderTexture;\n }\n getFilterTexture(input, resolution, multisample) {\n const filterTexture = this.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n }\n returnTexture(renderTexture) {\n const key = renderTexture.filterPoolKey;\n renderTexture.filterFrame = null;\n this.texturePool[key].push(renderTexture);\n }\n returnFilterTexture(renderTexture) {\n this.returnTexture(renderTexture);\n }\n clear(destroyTextures) {\n destroyTextures = destroyTextures !== false;\n if (destroyTextures) {\n for (const i in this.texturePool) {\n const textures = this.texturePool[i];\n if (textures) {\n for (let j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n }\n }\n this.texturePool = {};\n }\n setScreenSize(size) {\n if (size.width === this._pixelsWidth && size.height === this._pixelsHeight) {\n return;\n }\n this.enableFullScreen = size.width > 0 && size.height > 0;\n for (const i in this.texturePool) {\n if (!(Number(i) < 0)) {\n continue;\n }\n const textures = this.texturePool[i];\n if (textures) {\n for (let j = 0; j < textures.length; j++) {\n textures[j].destroy(true);\n }\n }\n this.texturePool[i] = [];\n }\n this._pixelsWidth = size.width;\n this._pixelsHeight = size.height;\n }\n}\nRenderTexturePool.SCREEN_KEY = -1;\n\nexport { RenderTexturePool };\n//# sourceMappingURL=RenderTexturePool.mjs.map\n","import { TYPES } from '@pixi/constants';\n\nclass Attribute {\n constructor(buffer, size = 0, normalized = false, type = TYPES.FLOAT, stride, start, instance) {\n this.buffer = buffer;\n this.size = size;\n this.normalized = normalized;\n this.type = type;\n this.stride = stride;\n this.start = start;\n this.instance = instance;\n }\n destroy() {\n this.buffer = null;\n }\n static from(buffer, size, normalized, type, stride) {\n return new Attribute(buffer, size, normalized, type, stride);\n }\n}\n\nexport { Attribute };\n//# sourceMappingURL=Attribute.mjs.map\n","import { BUFFER_TYPE } from '@pixi/constants';\nimport { Runner } from '@pixi/runner';\n\nlet UID = 0;\nclass Buffer {\n constructor(data, _static = true, index = false) {\n this.data = data || new Float32Array(1);\n this._glBuffers = {};\n this._updateID = 0;\n this.index = index;\n this.static = _static;\n this.id = UID++;\n this.disposeRunner = new Runner(\"disposeBuffer\");\n }\n update(data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n this.data = data || this.data;\n this._updateID++;\n }\n dispose() {\n this.disposeRunner.emit(this, false);\n }\n destroy() {\n this.dispose();\n this.data = null;\n }\n set index(value) {\n this.type = value ? BUFFER_TYPE.ELEMENT_ARRAY_BUFFER : BUFFER_TYPE.ARRAY_BUFFER;\n }\n get index() {\n return this.type === BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n }\n static from(data) {\n if (data instanceof Array) {\n data = new Float32Array(data);\n }\n return new Buffer(data);\n }\n}\n\nexport { Buffer };\n//# sourceMappingURL=Buffer.mjs.map\n","import { getBufferType } from '@pixi/utils';\n\nconst map = {\n Float32Array,\n Uint32Array,\n Int32Array,\n Uint8Array\n};\nfunction interleaveTypedArrays(arrays, sizes) {\n let outSize = 0;\n let stride = 0;\n const views = {};\n for (let i = 0; i < arrays.length; i++) {\n stride += sizes[i];\n outSize += arrays[i].length;\n }\n const buffer = new ArrayBuffer(outSize * 4);\n let out = null;\n let littleOffset = 0;\n for (let i = 0; i < arrays.length; i++) {\n const size = sizes[i];\n const array = arrays[i];\n const type = getBufferType(array);\n if (!views[type]) {\n views[type] = new map[type](buffer);\n }\n out = views[type];\n for (let j = 0; j < array.length; j++) {\n const indexStart = (j / size | 0) * stride + littleOffset;\n const index = j % size;\n out[indexStart + index] = array[j];\n }\n littleOffset += size;\n }\n return new Float32Array(buffer);\n}\n\nexport { interleaveTypedArrays };\n//# sourceMappingURL=interleaveTypedArrays.mjs.map\n","import { Attribute } from './Attribute.mjs';\nimport { Buffer } from './Buffer.mjs';\nimport { interleaveTypedArrays } from './utils/interleaveTypedArrays.mjs';\nimport { getBufferType } from '@pixi/utils';\nimport { Runner } from '@pixi/runner';\nimport { BUFFER_TYPE } from '@pixi/constants';\n\nconst byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 };\nlet UID = 0;\nconst map = {\n Float32Array,\n Uint32Array,\n Int32Array,\n Uint8Array,\n Uint16Array\n};\nclass Geometry {\n constructor(buffers = [], attributes = {}) {\n this.buffers = buffers;\n this.indexBuffer = null;\n this.attributes = attributes;\n this.glVertexArrayObjects = {};\n this.id = UID++;\n this.instanced = false;\n this.instanceCount = 1;\n this.disposeRunner = new Runner(\"disposeGeometry\");\n this.refCount = 0;\n }\n addAttribute(id, buffer, size = 0, normalized = false, type, stride, start, instance = false) {\n if (!buffer) {\n throw new Error(\"You must pass a buffer when creating an attribute\");\n }\n if (!(buffer instanceof Buffer)) {\n if (buffer instanceof Array) {\n buffer = new Float32Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n const ids = id.split(\"|\");\n if (ids.length > 1) {\n for (let i = 0; i < ids.length; i++) {\n this.addAttribute(ids[i], buffer, size, normalized, type);\n }\n return this;\n }\n let bufferIndex = this.buffers.indexOf(buffer);\n if (bufferIndex === -1) {\n this.buffers.push(buffer);\n bufferIndex = this.buffers.length - 1;\n }\n this.attributes[id] = new Attribute(bufferIndex, size, normalized, type, stride, start, instance);\n this.instanced = this.instanced || instance;\n return this;\n }\n getAttribute(id) {\n return this.attributes[id];\n }\n getBuffer(id) {\n return this.buffers[this.getAttribute(id).buffer];\n }\n addIndex(buffer) {\n if (!(buffer instanceof Buffer)) {\n if (buffer instanceof Array) {\n buffer = new Uint16Array(buffer);\n }\n buffer = new Buffer(buffer);\n }\n buffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n this.indexBuffer = buffer;\n if (!this.buffers.includes(buffer)) {\n this.buffers.push(buffer);\n }\n return this;\n }\n getIndex() {\n return this.indexBuffer;\n }\n interleave() {\n if (this.buffers.length === 1 || this.buffers.length === 2 && this.indexBuffer)\n return this;\n const arrays = [];\n const sizes = [];\n const interleavedBuffer = new Buffer();\n let i;\n for (i in this.attributes) {\n const attribute = this.attributes[i];\n const buffer = this.buffers[attribute.buffer];\n arrays.push(buffer.data);\n sizes.push(attribute.size * byteSizeMap[attribute.type] / 4);\n attribute.buffer = 0;\n }\n interleavedBuffer.data = interleaveTypedArrays(arrays, sizes);\n for (i = 0; i < this.buffers.length; i++) {\n if (this.buffers[i] !== this.indexBuffer) {\n this.buffers[i].destroy();\n }\n }\n this.buffers = [interleavedBuffer];\n if (this.indexBuffer) {\n this.buffers.push(this.indexBuffer);\n }\n return this;\n }\n getSize() {\n for (const i in this.attributes) {\n const attribute = this.attributes[i];\n const buffer = this.buffers[attribute.buffer];\n return buffer.data.length / (attribute.stride / 4 || attribute.size);\n }\n return 0;\n }\n dispose() {\n this.disposeRunner.emit(this, false);\n }\n destroy() {\n this.dispose();\n this.buffers = null;\n this.indexBuffer = null;\n this.attributes = null;\n }\n clone() {\n const geometry = new Geometry();\n for (let i = 0; i < this.buffers.length; i++) {\n geometry.buffers[i] = new Buffer(this.buffers[i].data.slice(0));\n }\n for (const i in this.attributes) {\n const attrib = this.attributes[i];\n geometry.attributes[i] = new Attribute(attrib.buffer, attrib.size, attrib.normalized, attrib.type, attrib.stride, attrib.start, attrib.instance);\n }\n if (this.indexBuffer) {\n geometry.indexBuffer = geometry.buffers[this.buffers.indexOf(this.indexBuffer)];\n geometry.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n }\n return geometry;\n }\n static merge(geometries) {\n const geometryOut = new Geometry();\n const arrays = [];\n const sizes = [];\n const offsets = [];\n let geometry;\n for (let i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (let j = 0; j < geometry.buffers.length; j++) {\n sizes[j] = sizes[j] || 0;\n sizes[j] += geometry.buffers[j].data.length;\n offsets[j] = 0;\n }\n }\n for (let i = 0; i < geometry.buffers.length; i++) {\n arrays[i] = new map[getBufferType(geometry.buffers[i].data)](sizes[i]);\n geometryOut.buffers[i] = new Buffer(arrays[i]);\n }\n for (let i = 0; i < geometries.length; i++) {\n geometry = geometries[i];\n for (let j = 0; j < geometry.buffers.length; j++) {\n arrays[j].set(geometry.buffers[j].data, offsets[j]);\n offsets[j] += geometry.buffers[j].data.length;\n }\n }\n geometryOut.attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n geometryOut.indexBuffer = geometryOut.buffers[geometry.buffers.indexOf(geometry.indexBuffer)];\n geometryOut.indexBuffer.type = BUFFER_TYPE.ELEMENT_ARRAY_BUFFER;\n let offset = 0;\n let stride = 0;\n let offset2 = 0;\n let bufferIndexToCount = 0;\n for (let i = 0; i < geometry.buffers.length; i++) {\n if (geometry.buffers[i] !== geometry.indexBuffer) {\n bufferIndexToCount = i;\n break;\n }\n }\n for (const i in geometry.attributes) {\n const attribute = geometry.attributes[i];\n if ((attribute.buffer | 0) === bufferIndexToCount) {\n stride += attribute.size * byteSizeMap[attribute.type] / 4;\n }\n }\n for (let i = 0; i < geometries.length; i++) {\n const indexBufferData = geometries[i].indexBuffer.data;\n for (let j = 0; j < indexBufferData.length; j++) {\n geometryOut.indexBuffer.data[j + offset2] += offset;\n }\n offset += geometries[i].buffers[bufferIndexToCount].data.length / stride;\n offset2 += indexBufferData.length;\n }\n }\n return geometryOut;\n }\n}\n\nexport { Geometry };\n//# sourceMappingURL=Geometry.mjs.map\n","import { Geometry } from '../geometry/Geometry.mjs';\n\nclass Quad extends Geometry {\n constructor() {\n super();\n this.addAttribute(\"aVertexPosition\", new Float32Array([\n 0,\n 0,\n 1,\n 0,\n 1,\n 1,\n 0,\n 1\n ])).addIndex([0, 1, 3, 2]);\n }\n}\n\nexport { Quad };\n//# sourceMappingURL=Quad.mjs.map\n","import { Geometry } from '../geometry/Geometry.mjs';\nimport { Buffer } from '../geometry/Buffer.mjs';\n\nclass QuadUv extends Geometry {\n constructor() {\n super();\n this.vertices = new Float32Array([\n -1,\n -1,\n 1,\n -1,\n 1,\n 1,\n -1,\n 1\n ]);\n this.uvs = new Float32Array([\n 0,\n 0,\n 1,\n 0,\n 1,\n 1,\n 0,\n 1\n ]);\n this.vertexBuffer = new Buffer(this.vertices);\n this.uvBuffer = new Buffer(this.uvs);\n this.addAttribute(\"aVertexPosition\", this.vertexBuffer).addAttribute(\"aTextureCoord\", this.uvBuffer).addIndex([0, 1, 2, 0, 2, 3]);\n }\n map(targetTextureFrame, destinationFrame) {\n let x = 0;\n let y = 0;\n this.uvs[0] = x;\n this.uvs[1] = y;\n this.uvs[2] = x + destinationFrame.width / targetTextureFrame.width;\n this.uvs[3] = y;\n this.uvs[4] = x + destinationFrame.width / targetTextureFrame.width;\n this.uvs[5] = y + destinationFrame.height / targetTextureFrame.height;\n this.uvs[6] = x;\n this.uvs[7] = y + destinationFrame.height / targetTextureFrame.height;\n x = destinationFrame.x;\n y = destinationFrame.y;\n this.vertices[0] = x;\n this.vertices[1] = y;\n this.vertices[2] = x + destinationFrame.width;\n this.vertices[3] = y;\n this.vertices[4] = x + destinationFrame.width;\n this.vertices[5] = y + destinationFrame.height;\n this.vertices[6] = x;\n this.vertices[7] = y + destinationFrame.height;\n this.invalidate();\n return this;\n }\n invalidate() {\n this.vertexBuffer._updateID++;\n this.uvBuffer._updateID++;\n return this;\n }\n}\n\nexport { QuadUv };\n//# sourceMappingURL=QuadUv.mjs.map\n","import { BUFFER_TYPE } from '@pixi/constants';\nimport { Buffer } from '../geometry/Buffer.mjs';\n\nlet UID = 0;\nclass UniformGroup {\n constructor(uniforms, isStatic, isUbo) {\n this.group = true;\n this.syncUniforms = {};\n this.dirtyId = 0;\n this.id = UID++;\n this.static = !!isStatic;\n this.ubo = !!isUbo;\n if (uniforms instanceof Buffer) {\n this.buffer = uniforms;\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = false;\n this.ubo = true;\n } else {\n this.uniforms = uniforms;\n if (this.ubo) {\n this.buffer = new Buffer(new Float32Array(1));\n this.buffer.type = BUFFER_TYPE.UNIFORM_BUFFER;\n this.autoManage = true;\n }\n }\n }\n update() {\n this.dirtyId++;\n if (!this.autoManage && this.buffer) {\n this.buffer.update();\n }\n }\n add(name, uniforms, _static) {\n if (!this.ubo) {\n this.uniforms[name] = new UniformGroup(uniforms, _static);\n } else {\n throw new Error(\"[UniformGroup] uniform groups in ubo mode cannot be modified, or have uniform groups nested in them\");\n }\n }\n static from(uniforms, _static, _ubo) {\n return new UniformGroup(uniforms, _static, _ubo);\n }\n static uboFrom(uniforms, _static) {\n return new UniformGroup(uniforms, _static ?? true, true);\n }\n}\n\nexport { UniformGroup };\n//# sourceMappingURL=UniformGroup.mjs.map\n","import { Rectangle } from '@pixi/math';\nimport { MSAA_QUALITY } from '@pixi/constants';\n\nclass FilterState {\n constructor() {\n this.renderTexture = null;\n this.target = null;\n this.legacy = false;\n this.resolution = 1;\n this.multisample = MSAA_QUALITY.NONE;\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.bindingSourceFrame = new Rectangle();\n this.bindingDestinationFrame = new Rectangle();\n this.filters = [];\n this.transform = null;\n }\n clear() {\n this.target = null;\n this.filters = null;\n this.renderTexture = null;\n }\n}\n\nexport { FilterState };\n//# sourceMappingURL=FilterState.mjs.map\n","import { RenderTexturePool } from '../renderTexture/RenderTexturePool.mjs';\nimport { Quad } from '../utils/Quad.mjs';\nimport { QuadUv } from '../utils/QuadUv.mjs';\nimport { Point, Matrix, Rectangle } from '@pixi/math';\nimport { UniformGroup } from '../shader/UniformGroup.mjs';\nimport { CLEAR_MODES, DRAW_MODES, MSAA_QUALITY } from '@pixi/constants';\nimport { FilterState } from './FilterState.mjs';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nconst tempPoints = [new Point(), new Point(), new Point(), new Point()];\nconst tempMatrix = new Matrix();\nclass FilterSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.defaultFilterStack = [{}];\n this.texturePool = new RenderTexturePool();\n this.statePool = [];\n this.quad = new Quad();\n this.quadUv = new QuadUv();\n this.tempRect = new Rectangle();\n this.activeState = {};\n this.globalUniforms = new UniformGroup({\n outputFrame: new Rectangle(),\n inputSize: new Float32Array(4),\n inputPixel: new Float32Array(4),\n inputClamp: new Float32Array(4),\n resolution: 1,\n filterArea: new Float32Array(4),\n filterClamp: new Float32Array(4)\n }, true);\n this.forceClear = false;\n this.useMaxPadding = false;\n }\n init() {\n this.texturePool.setScreenSize(this.renderer.view);\n }\n push(target, filters) {\n const renderer = this.renderer;\n const filterStack = this.defaultFilterStack;\n const state = this.statePool.pop() || new FilterState();\n const renderTextureSystem = this.renderer.renderTexture;\n let resolution = filters[0].resolution;\n let multisample = filters[0].multisample;\n let padding = filters[0].padding;\n let autoFit = filters[0].autoFit;\n let legacy = filters[0].legacy ?? true;\n for (let i = 1; i < filters.length; i++) {\n const filter = filters[i];\n resolution = Math.min(resolution, filter.resolution);\n multisample = Math.min(multisample, filter.multisample);\n padding = this.useMaxPadding ? Math.max(padding, filter.padding) : padding + filter.padding;\n autoFit = autoFit && filter.autoFit;\n legacy = legacy || (filter.legacy ?? true);\n }\n if (filterStack.length === 1) {\n this.defaultFilterStack[0].renderTexture = renderTextureSystem.current;\n }\n filterStack.push(state);\n state.resolution = resolution;\n state.multisample = multisample;\n state.legacy = legacy;\n state.target = target;\n state.sourceFrame.copyFrom(target.filterArea || target.getBounds(true));\n state.sourceFrame.pad(padding);\n const sourceFrameProjected = this.tempRect.copyFrom(renderTextureSystem.sourceFrame);\n if (renderer.projection.transform) {\n this.transformAABB(tempMatrix.copyFrom(renderer.projection.transform).invert(), sourceFrameProjected);\n }\n if (autoFit) {\n state.sourceFrame.fit(sourceFrameProjected);\n if (state.sourceFrame.width <= 0 || state.sourceFrame.height <= 0) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n } else if (!state.sourceFrame.intersects(sourceFrameProjected)) {\n state.sourceFrame.width = 0;\n state.sourceFrame.height = 0;\n }\n this.roundFrame(state.sourceFrame, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n state.renderTexture = this.getOptimalFilterTexture(state.sourceFrame.width, state.sourceFrame.height, resolution, multisample);\n state.filters = filters;\n state.destinationFrame.width = state.renderTexture.width;\n state.destinationFrame.height = state.renderTexture.height;\n const destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = state.sourceFrame.width;\n destinationFrame.height = state.sourceFrame.height;\n state.renderTexture.filterFrame = state.sourceFrame;\n state.bindingSourceFrame.copyFrom(renderTextureSystem.sourceFrame);\n state.bindingDestinationFrame.copyFrom(renderTextureSystem.destinationFrame);\n state.transform = renderer.projection.transform;\n renderer.projection.transform = null;\n renderTextureSystem.bind(state.renderTexture, state.sourceFrame, destinationFrame);\n renderer.framebuffer.clear(0, 0, 0, 0);\n }\n pop() {\n const filterStack = this.defaultFilterStack;\n const state = filterStack.pop();\n const filters = state.filters;\n this.activeState = state;\n const globalUniforms = this.globalUniforms.uniforms;\n globalUniforms.outputFrame = state.sourceFrame;\n globalUniforms.resolution = state.resolution;\n const inputSize = globalUniforms.inputSize;\n const inputPixel = globalUniforms.inputPixel;\n const inputClamp = globalUniforms.inputClamp;\n inputSize[0] = state.destinationFrame.width;\n inputSize[1] = state.destinationFrame.height;\n inputSize[2] = 1 / inputSize[0];\n inputSize[3] = 1 / inputSize[1];\n inputPixel[0] = Math.round(inputSize[0] * state.resolution);\n inputPixel[1] = Math.round(inputSize[1] * state.resolution);\n inputPixel[2] = 1 / inputPixel[0];\n inputPixel[3] = 1 / inputPixel[1];\n inputClamp[0] = 0.5 * inputPixel[2];\n inputClamp[1] = 0.5 * inputPixel[3];\n inputClamp[2] = state.sourceFrame.width * inputSize[2] - 0.5 * inputPixel[2];\n inputClamp[3] = state.sourceFrame.height * inputSize[3] - 0.5 * inputPixel[3];\n if (state.legacy) {\n const filterArea = globalUniforms.filterArea;\n filterArea[0] = state.destinationFrame.width;\n filterArea[1] = state.destinationFrame.height;\n filterArea[2] = state.sourceFrame.x;\n filterArea[3] = state.sourceFrame.y;\n globalUniforms.filterClamp = globalUniforms.inputClamp;\n }\n this.globalUniforms.update();\n const lastState = filterStack[filterStack.length - 1];\n this.renderer.framebuffer.blit();\n if (filters.length === 1) {\n filters[0].apply(this, state.renderTexture, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n this.returnFilterTexture(state.renderTexture);\n } else {\n let flip = state.renderTexture;\n let flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n let i = 0;\n for (i = 0; i < filters.length - 1; ++i) {\n if (i === 1 && state.multisample > 1) {\n flop = this.getOptimalFilterTexture(flip.width, flip.height, state.resolution);\n flop.filterFrame = flip.filterFrame;\n }\n filters[i].apply(this, flip, flop, CLEAR_MODES.CLEAR, state);\n const t = flip;\n flip = flop;\n flop = t;\n }\n filters[i].apply(this, flip, lastState.renderTexture, CLEAR_MODES.BLEND, state);\n if (i > 1 && state.multisample > 1) {\n this.returnFilterTexture(state.renderTexture);\n }\n this.returnFilterTexture(flip);\n this.returnFilterTexture(flop);\n }\n state.clear();\n this.statePool.push(state);\n }\n bindAndClear(filterTexture, clearMode = CLEAR_MODES.CLEAR) {\n const {\n renderTexture: renderTextureSystem,\n state: stateSystem\n } = this.renderer;\n if (filterTexture === this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n this.renderer.projection.transform = this.activeState.transform;\n } else {\n this.renderer.projection.transform = null;\n }\n if (filterTexture?.filterFrame) {\n const destinationFrame = this.tempRect;\n destinationFrame.x = 0;\n destinationFrame.y = 0;\n destinationFrame.width = filterTexture.filterFrame.width;\n destinationFrame.height = filterTexture.filterFrame.height;\n renderTextureSystem.bind(filterTexture, filterTexture.filterFrame, destinationFrame);\n } else if (filterTexture !== this.defaultFilterStack[this.defaultFilterStack.length - 1].renderTexture) {\n renderTextureSystem.bind(filterTexture);\n } else {\n this.renderer.renderTexture.bind(filterTexture, this.activeState.bindingSourceFrame, this.activeState.bindingDestinationFrame);\n }\n const autoClear = stateSystem.stateId & 1 || this.forceClear;\n if (clearMode === CLEAR_MODES.CLEAR || clearMode === CLEAR_MODES.BLIT && autoClear) {\n this.renderer.framebuffer.clear(0, 0, 0, 0);\n }\n }\n applyFilter(filter, input, output, clearMode) {\n const renderer = this.renderer;\n renderer.state.set(filter.state);\n this.bindAndClear(output, clearMode);\n filter.uniforms.uSampler = input;\n filter.uniforms.filterGlobals = this.globalUniforms;\n renderer.shader.bind(filter);\n filter.legacy = !!filter.program.attributeData.aTextureCoord;\n if (filter.legacy) {\n this.quadUv.map(input._frame, input.filterFrame);\n renderer.geometry.bind(this.quadUv);\n renderer.geometry.draw(DRAW_MODES.TRIANGLES);\n } else {\n renderer.geometry.bind(this.quad);\n renderer.geometry.draw(DRAW_MODES.TRIANGLE_STRIP);\n }\n }\n calculateSpriteMatrix(outputMatrix, sprite) {\n const { sourceFrame, destinationFrame } = this.activeState;\n const { orig } = sprite._texture;\n const mappedMatrix = outputMatrix.set(destinationFrame.width, 0, 0, destinationFrame.height, sourceFrame.x, sourceFrame.y);\n const worldTransform = sprite.worldTransform.copyTo(Matrix.TEMP_MATRIX);\n worldTransform.invert();\n mappedMatrix.prepend(worldTransform);\n mappedMatrix.scale(1 / orig.width, 1 / orig.height);\n mappedMatrix.translate(sprite.anchor.x, sprite.anchor.y);\n return mappedMatrix;\n }\n destroy() {\n this.renderer = null;\n this.texturePool.clear(false);\n }\n getOptimalFilterTexture(minWidth, minHeight, resolution = 1, multisample = MSAA_QUALITY.NONE) {\n return this.texturePool.getOptimalTexture(minWidth, minHeight, resolution, multisample);\n }\n getFilterTexture(input, resolution, multisample) {\n if (typeof input === \"number\") {\n const swap = input;\n input = resolution;\n resolution = swap;\n }\n input = input || this.activeState.renderTexture;\n const filterTexture = this.texturePool.getOptimalTexture(input.width, input.height, resolution || input.resolution, multisample || MSAA_QUALITY.NONE);\n filterTexture.filterFrame = input.filterFrame;\n return filterTexture;\n }\n returnFilterTexture(renderTexture) {\n this.texturePool.returnTexture(renderTexture);\n }\n emptyPool() {\n this.texturePool.clear(true);\n }\n resize() {\n this.texturePool.setScreenSize(this.renderer.view);\n }\n transformAABB(matrix, rect) {\n const lt = tempPoints[0];\n const lb = tempPoints[1];\n const rt = tempPoints[2];\n const rb = tempPoints[3];\n lt.set(rect.left, rect.top);\n lb.set(rect.left, rect.bottom);\n rt.set(rect.right, rect.top);\n rb.set(rect.right, rect.bottom);\n matrix.apply(lt, lt);\n matrix.apply(lb, lb);\n matrix.apply(rt, rt);\n matrix.apply(rb, rb);\n const x0 = Math.min(lt.x, lb.x, rt.x, rb.x);\n const y0 = Math.min(lt.y, lb.y, rt.y, rb.y);\n const x1 = Math.max(lt.x, lb.x, rt.x, rb.x);\n const y1 = Math.max(lt.y, lb.y, rt.y, rb.y);\n rect.x = x0;\n rect.y = y0;\n rect.width = x1 - x0;\n rect.height = y1 - y0;\n }\n roundFrame(frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (frame.width <= 0 || frame.height <= 0 || bindingSourceFrame.width <= 0 || bindingSourceFrame.height <= 0) {\n return;\n }\n if (transform) {\n const { a, b, c, d } = transform;\n if ((Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4) && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4)) {\n return;\n }\n }\n transform = transform ? tempMatrix.copyFrom(transform) : tempMatrix.identity();\n transform.translate(-bindingSourceFrame.x, -bindingSourceFrame.y).scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height).translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n this.transformAABB(transform, frame);\n frame.ceil(resolution);\n this.transformAABB(transform.invert(), frame);\n }\n}\nFilterSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"filter\"\n};\nextensions.add(FilterSystem);\n\nexport { FilterSystem };\n//# sourceMappingURL=FilterSystem.mjs.map\n","class ObjectRenderer {\n constructor(renderer) {\n this.renderer = renderer;\n }\n flush() {\n }\n destroy() {\n this.renderer = null;\n }\n start() {\n }\n stop() {\n this.flush();\n }\n render(_object) {\n }\n}\n\nexport { ObjectRenderer };\n//# sourceMappingURL=ObjectRenderer.mjs.map\n","import { ObjectRenderer } from './ObjectRenderer.mjs';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nclass BatchSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.emptyRenderer = new ObjectRenderer(renderer);\n this.currentRenderer = this.emptyRenderer;\n }\n setObjectRenderer(objectRenderer) {\n if (this.currentRenderer === objectRenderer) {\n return;\n }\n this.currentRenderer.stop();\n this.currentRenderer = objectRenderer;\n this.currentRenderer.start();\n }\n flush() {\n this.setObjectRenderer(this.emptyRenderer);\n }\n reset() {\n this.setObjectRenderer(this.emptyRenderer);\n }\n copyBoundTextures(arr, maxTextures) {\n const { boundTextures } = this.renderer.texture;\n for (let i = maxTextures - 1; i >= 0; --i) {\n arr[i] = boundTextures[i] || null;\n if (arr[i]) {\n arr[i]._batchLocation = i;\n }\n }\n }\n boundArray(texArray, boundTextures, batchId, maxTextures) {\n const { elements, ids, count } = texArray;\n let j = 0;\n for (let i = 0; i < count; i++) {\n const tex = elements[i];\n const loc = tex._batchLocation;\n if (loc >= 0 && loc < maxTextures && boundTextures[loc] === tex) {\n ids[i] = loc;\n continue;\n }\n while (j < maxTextures) {\n const bound = boundTextures[j];\n if (bound && bound._batchEnabled === batchId && bound._batchLocation === j) {\n j++;\n continue;\n }\n ids[i] = j;\n tex._batchLocation = j;\n boundTextures[j] = tex;\n break;\n }\n }\n }\n destroy() {\n this.renderer = null;\n }\n}\nBatchSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"batch\"\n};\nextensions.add(BatchSystem);\n\nexport { BatchSystem };\n//# sourceMappingURL=BatchSystem.mjs.map\n","import { ENV } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport '../settings.mjs';\nimport { settings } from '@pixi/settings';\n\nlet CONTEXT_UID_COUNTER = 0;\nclass ContextSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.webGLVersion = 1;\n this.extensions = {};\n this.supports = {\n uint32Indices: false\n };\n this.handleContextLost = this.handleContextLost.bind(this);\n this.handleContextRestored = this.handleContextRestored.bind(this);\n }\n get isLost() {\n return !this.gl || this.gl.isContextLost();\n }\n contextChange(gl) {\n this.gl = gl;\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n if (gl.isContextLost() && gl.getExtension(\"WEBGL_lose_context\")) {\n gl.getExtension(\"WEBGL_lose_context\").restoreContext();\n }\n }\n init(options) {\n if (options.context) {\n this.initFromContext(options.context);\n } else {\n const alpha = this.renderer.background.alpha < 1;\n const premultipliedAlpha = options.premultipliedAlpha ?? true;\n this.preserveDrawingBuffer = options.preserveDrawingBuffer;\n this.useContextAlpha = options.useContextAlpha;\n this.powerPreference = options.powerPreference;\n this.initFromOptions({\n alpha,\n premultipliedAlpha,\n antialias: options.antialias,\n stencil: true,\n preserveDrawingBuffer: options.preserveDrawingBuffer,\n powerPreference: options.powerPreference\n });\n }\n }\n initFromContext(gl) {\n this.gl = gl;\n this.validateContext(gl);\n this.renderer.gl = gl;\n this.renderer.CONTEXT_UID = CONTEXT_UID_COUNTER++;\n this.renderer.runners.contextChange.emit(gl);\n const view = this.renderer.view;\n if (view.addEventListener !== void 0) {\n view.addEventListener(\"webglcontextlost\", this.handleContextLost, false);\n view.addEventListener(\"webglcontextrestored\", this.handleContextRestored, false);\n }\n }\n initFromOptions(options) {\n const gl = this.createContext(this.renderer.view, options);\n this.initFromContext(gl);\n }\n createContext(canvas, options) {\n let gl;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext(\"webgl2\", options);\n }\n if (gl) {\n this.webGLVersion = 2;\n } else {\n this.webGLVersion = 1;\n gl = canvas.getContext(\"webgl\", options) || canvas.getContext(\"experimental-webgl\", options);\n if (!gl) {\n throw new Error(\"This browser does not support WebGL. Try using the canvas renderer\");\n }\n }\n this.gl = gl;\n this.getExtensions();\n return this.gl;\n }\n getExtensions() {\n const { gl } = this;\n const common = {\n anisotropicFiltering: gl.getExtension(\"EXT_texture_filter_anisotropic\"),\n floatTextureLinear: gl.getExtension(\"OES_texture_float_linear\"),\n s3tc: gl.getExtension(\"WEBGL_compressed_texture_s3tc\"),\n s3tc_sRGB: gl.getExtension(\"WEBGL_compressed_texture_s3tc_srgb\"),\n etc: gl.getExtension(\"WEBGL_compressed_texture_etc\"),\n etc1: gl.getExtension(\"WEBGL_compressed_texture_etc1\"),\n pvrtc: gl.getExtension(\"WEBGL_compressed_texture_pvrtc\") || gl.getExtension(\"WEBKIT_WEBGL_compressed_texture_pvrtc\"),\n atc: gl.getExtension(\"WEBGL_compressed_texture_atc\"),\n astc: gl.getExtension(\"WEBGL_compressed_texture_astc\")\n };\n if (this.webGLVersion === 1) {\n Object.assign(this.extensions, common, {\n drawBuffers: gl.getExtension(\"WEBGL_draw_buffers\"),\n depthTexture: gl.getExtension(\"WEBGL_depth_texture\"),\n loseContext: gl.getExtension(\"WEBGL_lose_context\"),\n vertexArrayObject: gl.getExtension(\"OES_vertex_array_object\") || gl.getExtension(\"MOZ_OES_vertex_array_object\") || gl.getExtension(\"WEBKIT_OES_vertex_array_object\"),\n uint32ElementIndex: gl.getExtension(\"OES_element_index_uint\"),\n floatTexture: gl.getExtension(\"OES_texture_float\"),\n floatTextureLinear: gl.getExtension(\"OES_texture_float_linear\"),\n textureHalfFloat: gl.getExtension(\"OES_texture_half_float\"),\n textureHalfFloatLinear: gl.getExtension(\"OES_texture_half_float_linear\")\n });\n } else if (this.webGLVersion === 2) {\n Object.assign(this.extensions, common, {\n colorBufferFloat: gl.getExtension(\"EXT_color_buffer_float\")\n });\n }\n }\n handleContextLost(event) {\n event.preventDefault();\n }\n handleContextRestored() {\n this.renderer.runners.contextChange.emit(this.gl);\n }\n destroy() {\n const view = this.renderer.view;\n this.renderer = null;\n if (view.removeEventListener !== void 0) {\n view.removeEventListener(\"webglcontextlost\", this.handleContextLost);\n view.removeEventListener(\"webglcontextrestored\", this.handleContextRestored);\n }\n this.gl.useProgram(null);\n if (this.extensions.loseContext) {\n this.extensions.loseContext.loseContext();\n }\n }\n postrender() {\n if (this.renderer.objectRenderer.renderingToScreen) {\n this.gl.flush();\n }\n }\n validateContext(gl) {\n const attributes = gl.getContextAttributes();\n const isWebGl2 = \"WebGL2RenderingContext\" in globalThis && gl instanceof globalThis.WebGL2RenderingContext;\n if (isWebGl2) {\n this.webGLVersion = 2;\n }\n if (attributes && !attributes.stencil) {\n console.warn(\"Provided WebGL context does not have a stencil buffer, masks may not render correctly\");\n }\n const hasuint32 = isWebGl2 || !!gl.getExtension(\"OES_element_index_uint\");\n this.supports.uint32Indices = hasuint32;\n if (!hasuint32) {\n console.warn(\"Provided WebGL context does not support 32 index buffer, complex graphics may not render correctly\");\n }\n }\n}\nContextSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"context\"\n};\nextensions.add(ContextSystem);\n\nexport { ContextSystem };\n//# sourceMappingURL=ContextSystem.mjs.map\n","import { MSAA_QUALITY } from '@pixi/constants';\n\nclass GLFramebuffer {\n constructor(framebuffer) {\n this.framebuffer = framebuffer;\n this.stencil = null;\n this.dirtyId = -1;\n this.dirtyFormat = -1;\n this.dirtySize = -1;\n this.multisample = MSAA_QUALITY.NONE;\n this.msaaBuffer = null;\n this.blitFramebuffer = null;\n this.mipLevel = 0;\n }\n}\n\nexport { GLFramebuffer };\n//# sourceMappingURL=GLFramebuffer.mjs.map\n","import { Rectangle } from '@pixi/math';\nimport { ENV, BUFFER_BITS, MSAA_QUALITY } from '@pixi/constants';\nimport '../settings.mjs';\nimport { Framebuffer } from './Framebuffer.mjs';\nimport { GLFramebuffer } from './GLFramebuffer.mjs';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { settings } from '@pixi/settings';\n\nconst tempRectangle = new Rectangle();\nclass FramebufferSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.managedFramebuffers = [];\n this.unknownFramebuffer = new Framebuffer(10, 10);\n this.msaaSamples = null;\n }\n contextChange() {\n const gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n this.hasMRT = true;\n this.writeDepthTexture = true;\n this.disposeAll(true);\n if (this.renderer.context.webGLVersion === 1) {\n let nativeDrawBuffersExtension = this.renderer.context.extensions.drawBuffers;\n let nativeDepthTextureExtension = this.renderer.context.extensions.depthTexture;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeDrawBuffersExtension = null;\n nativeDepthTextureExtension = null;\n }\n if (nativeDrawBuffersExtension) {\n gl.drawBuffers = (activeTextures) => nativeDrawBuffersExtension.drawBuffersWEBGL(activeTextures);\n } else {\n this.hasMRT = false;\n gl.drawBuffers = () => {\n };\n }\n if (!nativeDepthTextureExtension) {\n this.writeDepthTexture = false;\n }\n } else {\n this.msaaSamples = gl.getInternalformatParameter(gl.RENDERBUFFER, gl.RGBA8, gl.SAMPLES);\n }\n }\n bind(framebuffer, frame, mipLevel = 0) {\n const { gl } = this;\n if (framebuffer) {\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID] || this.initFramebuffer(framebuffer);\n if (this.current !== framebuffer) {\n this.current = framebuffer;\n gl.bindFramebuffer(gl.FRAMEBUFFER, fbo.framebuffer);\n }\n if (fbo.mipLevel !== mipLevel) {\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n fbo.mipLevel = mipLevel;\n }\n if (fbo.dirtyId !== framebuffer.dirtyId) {\n fbo.dirtyId = framebuffer.dirtyId;\n if (fbo.dirtyFormat !== framebuffer.dirtyFormat) {\n fbo.dirtyFormat = framebuffer.dirtyFormat;\n fbo.dirtySize = framebuffer.dirtySize;\n this.updateFramebuffer(framebuffer, mipLevel);\n } else if (fbo.dirtySize !== framebuffer.dirtySize) {\n fbo.dirtySize = framebuffer.dirtySize;\n this.resizeFramebuffer(framebuffer);\n }\n }\n for (let i = 0; i < framebuffer.colorTextures.length; i++) {\n const tex = framebuffer.colorTextures[i];\n this.renderer.texture.unbind(tex.parentTextureArray || tex);\n }\n if (framebuffer.depthTexture) {\n this.renderer.texture.unbind(framebuffer.depthTexture);\n }\n if (frame) {\n const mipWidth = frame.width >> mipLevel;\n const mipHeight = frame.height >> mipLevel;\n const scale = mipWidth / frame.width;\n this.setViewport(frame.x * scale, frame.y * scale, mipWidth, mipHeight);\n } else {\n const mipWidth = framebuffer.width >> mipLevel;\n const mipHeight = framebuffer.height >> mipLevel;\n this.setViewport(0, 0, mipWidth, mipHeight);\n }\n } else {\n if (this.current) {\n this.current = null;\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n }\n if (frame) {\n this.setViewport(frame.x, frame.y, frame.width, frame.height);\n } else {\n this.setViewport(0, 0, this.renderer.width, this.renderer.height);\n }\n }\n }\n setViewport(x, y, width, height) {\n const v = this.viewport;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n if (v.width !== width || v.height !== height || v.x !== x || v.y !== y) {\n v.x = x;\n v.y = y;\n v.width = width;\n v.height = height;\n this.gl.viewport(x, y, width, height);\n }\n }\n get size() {\n if (this.current) {\n return { x: 0, y: 0, width: this.current.width, height: this.current.height };\n }\n return { x: 0, y: 0, width: this.renderer.width, height: this.renderer.height };\n }\n clear(r, g, b, a, mask = BUFFER_BITS.COLOR | BUFFER_BITS.DEPTH) {\n const { gl } = this;\n gl.clearColor(r, g, b, a);\n gl.clear(mask);\n }\n initFramebuffer(framebuffer) {\n const { gl } = this;\n const fbo = new GLFramebuffer(gl.createFramebuffer());\n fbo.multisample = this.detectSamples(framebuffer.multisample);\n framebuffer.glFramebuffers[this.CONTEXT_UID] = fbo;\n this.managedFramebuffers.push(framebuffer);\n framebuffer.disposeRunner.add(this);\n return fbo;\n }\n resizeFramebuffer(framebuffer) {\n const { gl } = this;\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (fbo.stencil) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n } else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n }\n const colorTextures = framebuffer.colorTextures;\n let count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n for (let i = 0; i < count; i++) {\n const texture = colorTextures[i];\n const parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n if (i === 0 && fbo.msaaBuffer) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, parentTexture._glTextures[this.CONTEXT_UID].internalFormat, framebuffer.width, framebuffer.height);\n }\n }\n if (framebuffer.depthTexture && this.writeDepthTexture) {\n this.renderer.texture.bind(framebuffer.depthTexture, 0);\n }\n }\n updateFramebuffer(framebuffer, mipLevel) {\n const { gl } = this;\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n const colorTextures = framebuffer.colorTextures;\n let count = colorTextures.length;\n if (!gl.drawBuffers) {\n count = Math.min(count, 1);\n }\n if (fbo.multisample > 1 && this.canMultisampleFramebuffer(framebuffer)) {\n fbo.msaaBuffer = fbo.msaaBuffer || gl.createRenderbuffer();\n } else if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n fbo.msaaBuffer = null;\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n fbo.blitFramebuffer = null;\n }\n }\n const activeTextures = [];\n for (let i = 0; i < count; i++) {\n const texture = colorTextures[i];\n const parentTexture = texture.parentTextureArray || texture;\n this.renderer.texture.bind(parentTexture, 0);\n if (i === 0 && fbo.msaaBuffer) {\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.msaaBuffer);\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, parentTexture._glTextures[this.CONTEXT_UID].internalFormat, framebuffer.width, framebuffer.height);\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, fbo.msaaBuffer);\n } else {\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0 + i, texture.target, parentTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n activeTextures.push(gl.COLOR_ATTACHMENT0 + i);\n }\n }\n if (activeTextures.length > 1) {\n gl.drawBuffers(activeTextures);\n }\n if (framebuffer.depthTexture) {\n const writeDepthTexture = this.writeDepthTexture;\n if (writeDepthTexture) {\n const depthTexture = framebuffer.depthTexture;\n this.renderer.texture.bind(depthTexture, 0);\n gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._glTextures[this.CONTEXT_UID].texture, mipLevel);\n }\n }\n if ((framebuffer.stencil || framebuffer.depth) && !(framebuffer.depthTexture && this.writeDepthTexture)) {\n fbo.stencil = fbo.stencil || gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, fbo.stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, framebuffer.width, framebuffer.height);\n } else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, framebuffer.width, framebuffer.height);\n }\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, fbo.stencil);\n } else if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n fbo.stencil = null;\n }\n }\n canMultisampleFramebuffer(framebuffer) {\n return this.renderer.context.webGLVersion !== 1 && framebuffer.colorTextures.length <= 1 && !framebuffer.depthTexture;\n }\n detectSamples(samples) {\n const { msaaSamples } = this;\n let res = MSAA_QUALITY.NONE;\n if (samples <= 1 || msaaSamples === null) {\n return res;\n }\n for (let i = 0; i < msaaSamples.length; i++) {\n if (msaaSamples[i] <= samples) {\n res = msaaSamples[i];\n break;\n }\n }\n if (res === 1) {\n res = MSAA_QUALITY.NONE;\n }\n return res;\n }\n blit(framebuffer, sourcePixels, destPixels) {\n const { current, renderer, gl, CONTEXT_UID } = this;\n if (renderer.context.webGLVersion !== 2) {\n return;\n }\n if (!current) {\n return;\n }\n const fbo = current.glFramebuffers[CONTEXT_UID];\n if (!fbo) {\n return;\n }\n if (!framebuffer) {\n if (!fbo.msaaBuffer) {\n return;\n }\n const colorTexture = current.colorTextures[0];\n if (!colorTexture) {\n return;\n }\n if (!fbo.blitFramebuffer) {\n fbo.blitFramebuffer = new Framebuffer(current.width, current.height);\n fbo.blitFramebuffer.addColorTexture(0, colorTexture);\n }\n framebuffer = fbo.blitFramebuffer;\n if (framebuffer.colorTextures[0] !== colorTexture) {\n framebuffer.colorTextures[0] = colorTexture;\n framebuffer.dirtyId++;\n framebuffer.dirtyFormat++;\n }\n if (framebuffer.width !== current.width || framebuffer.height !== current.height) {\n framebuffer.width = current.width;\n framebuffer.height = current.height;\n framebuffer.dirtyId++;\n framebuffer.dirtySize++;\n }\n }\n if (!sourcePixels) {\n sourcePixels = tempRectangle;\n sourcePixels.width = current.width;\n sourcePixels.height = current.height;\n }\n if (!destPixels) {\n destPixels = sourcePixels;\n }\n const sameSize = sourcePixels.width === destPixels.width && sourcePixels.height === destPixels.height;\n this.bind(framebuffer);\n gl.bindFramebuffer(gl.READ_FRAMEBUFFER, fbo.framebuffer);\n gl.blitFramebuffer(sourcePixels.left, sourcePixels.top, sourcePixels.right, sourcePixels.bottom, destPixels.left, destPixels.top, destPixels.right, destPixels.bottom, gl.COLOR_BUFFER_BIT, sameSize ? gl.NEAREST : gl.LINEAR);\n }\n disposeFramebuffer(framebuffer, contextLost) {\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n const gl = this.gl;\n if (!fbo) {\n return;\n }\n delete framebuffer.glFramebuffers[this.CONTEXT_UID];\n const index = this.managedFramebuffers.indexOf(framebuffer);\n if (index >= 0) {\n this.managedFramebuffers.splice(index, 1);\n }\n framebuffer.disposeRunner.remove(this);\n if (!contextLost) {\n gl.deleteFramebuffer(fbo.framebuffer);\n if (fbo.msaaBuffer) {\n gl.deleteRenderbuffer(fbo.msaaBuffer);\n }\n if (fbo.stencil) {\n gl.deleteRenderbuffer(fbo.stencil);\n }\n }\n if (fbo.blitFramebuffer) {\n fbo.blitFramebuffer.dispose();\n }\n }\n disposeAll(contextLost) {\n const list = this.managedFramebuffers;\n this.managedFramebuffers = [];\n for (let i = 0; i < list.length; i++) {\n this.disposeFramebuffer(list[i], contextLost);\n }\n }\n forceStencil() {\n const framebuffer = this.current;\n if (!framebuffer) {\n return;\n }\n const fbo = framebuffer.glFramebuffers[this.CONTEXT_UID];\n if (!fbo || fbo.stencil) {\n return;\n }\n framebuffer.stencil = true;\n const w = framebuffer.width;\n const h = framebuffer.height;\n const gl = this.gl;\n const stencil = gl.createRenderbuffer();\n gl.bindRenderbuffer(gl.RENDERBUFFER, stencil);\n if (fbo.msaaBuffer) {\n gl.renderbufferStorageMultisample(gl.RENDERBUFFER, fbo.multisample, gl.DEPTH24_STENCIL8, w, h);\n } else {\n gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, w, h);\n }\n fbo.stencil = stencil;\n gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencil);\n }\n reset() {\n this.current = this.unknownFramebuffer;\n this.viewport = new Rectangle();\n }\n destroy() {\n this.renderer = null;\n }\n}\nFramebufferSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"framebuffer\"\n};\nextensions.add(FramebufferSystem);\n\nexport { FramebufferSystem };\n//# sourceMappingURL=FramebufferSystem.mjs.map\n","import { ENV, BUFFER_TYPE } from '@pixi/constants';\nimport '../settings.mjs';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { settings } from '@pixi/settings';\n\nconst byteSizeMap = { 5126: 4, 5123: 2, 5121: 1 };\nclass GeometrySystem {\n constructor(renderer) {\n this.renderer = renderer;\n this._activeGeometry = null;\n this._activeVao = null;\n this.hasVao = true;\n this.hasInstance = true;\n this.canUseUInt32ElementIndex = false;\n this.managedGeometries = {};\n }\n contextChange() {\n this.disposeAll(true);\n const gl = this.gl = this.renderer.gl;\n const context = this.renderer.context;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n if (context.webGLVersion !== 2) {\n let nativeVaoExtension = this.renderer.context.extensions.vertexArrayObject;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n nativeVaoExtension = null;\n }\n if (nativeVaoExtension) {\n gl.createVertexArray = () => nativeVaoExtension.createVertexArrayOES();\n gl.bindVertexArray = (vao) => nativeVaoExtension.bindVertexArrayOES(vao);\n gl.deleteVertexArray = (vao) => nativeVaoExtension.deleteVertexArrayOES(vao);\n } else {\n this.hasVao = false;\n gl.createVertexArray = () => null;\n gl.bindVertexArray = () => null;\n gl.deleteVertexArray = () => null;\n }\n }\n if (context.webGLVersion !== 2) {\n const instanceExt = gl.getExtension(\"ANGLE_instanced_arrays\");\n if (instanceExt) {\n gl.vertexAttribDivisor = (a, b) => instanceExt.vertexAttribDivisorANGLE(a, b);\n gl.drawElementsInstanced = (a, b, c, d, e) => instanceExt.drawElementsInstancedANGLE(a, b, c, d, e);\n gl.drawArraysInstanced = (a, b, c, d) => instanceExt.drawArraysInstancedANGLE(a, b, c, d);\n } else {\n this.hasInstance = false;\n }\n }\n this.canUseUInt32ElementIndex = context.webGLVersion === 2 || !!context.extensions.uint32ElementIndex;\n }\n bind(geometry, shader) {\n shader = shader || this.renderer.shader.shader;\n const { gl } = this;\n let vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n let incRefCount = false;\n if (!vaos) {\n this.managedGeometries[geometry.id] = geometry;\n geometry.disposeRunner.add(this);\n geometry.glVertexArrayObjects[this.CONTEXT_UID] = vaos = {};\n incRefCount = true;\n }\n const vao = vaos[shader.program.id] || this.initGeometryVao(geometry, shader, incRefCount);\n this._activeGeometry = geometry;\n if (this._activeVao !== vao) {\n this._activeVao = vao;\n if (this.hasVao) {\n gl.bindVertexArray(vao);\n } else {\n this.activateVao(geometry, shader.program);\n }\n }\n this.updateBuffers();\n }\n reset() {\n this.unbind();\n }\n updateBuffers() {\n const geometry = this._activeGeometry;\n const bufferSystem = this.renderer.buffer;\n for (let i = 0; i < geometry.buffers.length; i++) {\n const buffer = geometry.buffers[i];\n bufferSystem.update(buffer);\n }\n }\n checkCompatibility(geometry, program) {\n const geometryAttributes = geometry.attributes;\n const shaderAttributes = program.attributeData;\n for (const j in shaderAttributes) {\n if (!geometryAttributes[j]) {\n throw new Error(`shader and geometry incompatible, geometry missing the \"${j}\" attribute`);\n }\n }\n }\n getSignature(geometry, program) {\n const attribs = geometry.attributes;\n const shaderAttributes = program.attributeData;\n const strings = [\"g\", geometry.id];\n for (const i in attribs) {\n if (shaderAttributes[i]) {\n strings.push(i, shaderAttributes[i].location);\n }\n }\n return strings.join(\"-\");\n }\n initGeometryVao(geometry, shader, incRefCount = true) {\n const gl = this.gl;\n const CONTEXT_UID = this.CONTEXT_UID;\n const bufferSystem = this.renderer.buffer;\n const program = shader.program;\n if (!program.glPrograms[CONTEXT_UID]) {\n this.renderer.shader.generateProgram(shader);\n }\n this.checkCompatibility(geometry, program);\n const signature = this.getSignature(geometry, program);\n const vaoObjectHash = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n let vao = vaoObjectHash[signature];\n if (vao) {\n vaoObjectHash[program.id] = vao;\n return vao;\n }\n const buffers = geometry.buffers;\n const attributes = geometry.attributes;\n const tempStride = {};\n const tempStart = {};\n for (const j in buffers) {\n tempStride[j] = 0;\n tempStart[j] = 0;\n }\n for (const j in attributes) {\n if (!attributes[j].size && program.attributeData[j]) {\n attributes[j].size = program.attributeData[j].size;\n } else if (!attributes[j].size) {\n console.warn(`PIXI Geometry attribute '${j}' size cannot be determined (likely the bound shader does not have the attribute)`);\n }\n tempStride[attributes[j].buffer] += attributes[j].size * byteSizeMap[attributes[j].type];\n }\n for (const j in attributes) {\n const attribute = attributes[j];\n const attribSize = attribute.size;\n if (attribute.stride === void 0) {\n if (tempStride[attribute.buffer] === attribSize * byteSizeMap[attribute.type]) {\n attribute.stride = 0;\n } else {\n attribute.stride = tempStride[attribute.buffer];\n }\n }\n if (attribute.start === void 0) {\n attribute.start = tempStart[attribute.buffer];\n tempStart[attribute.buffer] += attribSize * byteSizeMap[attribute.type];\n }\n }\n vao = gl.createVertexArray();\n gl.bindVertexArray(vao);\n for (let i = 0; i < buffers.length; i++) {\n const buffer = buffers[i];\n bufferSystem.bind(buffer);\n if (incRefCount) {\n buffer._glBuffers[CONTEXT_UID].refCount++;\n }\n }\n this.activateVao(geometry, program);\n vaoObjectHash[program.id] = vao;\n vaoObjectHash[signature] = vao;\n gl.bindVertexArray(null);\n bufferSystem.unbind(BUFFER_TYPE.ARRAY_BUFFER);\n return vao;\n }\n disposeGeometry(geometry, contextLost) {\n if (!this.managedGeometries[geometry.id]) {\n return;\n }\n delete this.managedGeometries[geometry.id];\n const vaos = geometry.glVertexArrayObjects[this.CONTEXT_UID];\n const gl = this.gl;\n const buffers = geometry.buffers;\n const bufferSystem = this.renderer?.buffer;\n geometry.disposeRunner.remove(this);\n if (!vaos) {\n return;\n }\n if (bufferSystem) {\n for (let i = 0; i < buffers.length; i++) {\n const buf = buffers[i]._glBuffers[this.CONTEXT_UID];\n if (buf) {\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost) {\n bufferSystem.dispose(buffers[i], contextLost);\n }\n }\n }\n }\n if (!contextLost) {\n for (const vaoId in vaos) {\n if (vaoId[0] === \"g\") {\n const vao = vaos[vaoId];\n if (this._activeVao === vao) {\n this.unbind();\n }\n gl.deleteVertexArray(vao);\n }\n }\n }\n delete geometry.glVertexArrayObjects[this.CONTEXT_UID];\n }\n disposeAll(contextLost) {\n const all = Object.keys(this.managedGeometries);\n for (let i = 0; i < all.length; i++) {\n this.disposeGeometry(this.managedGeometries[all[i]], contextLost);\n }\n }\n activateVao(geometry, program) {\n const gl = this.gl;\n const CONTEXT_UID = this.CONTEXT_UID;\n const bufferSystem = this.renderer.buffer;\n const buffers = geometry.buffers;\n const attributes = geometry.attributes;\n if (geometry.indexBuffer) {\n bufferSystem.bind(geometry.indexBuffer);\n }\n let lastBuffer = null;\n for (const j in attributes) {\n const attribute = attributes[j];\n const buffer = buffers[attribute.buffer];\n const glBuffer = buffer._glBuffers[CONTEXT_UID];\n if (program.attributeData[j]) {\n if (lastBuffer !== glBuffer) {\n bufferSystem.bind(buffer);\n lastBuffer = glBuffer;\n }\n const location = program.attributeData[j].location;\n gl.enableVertexAttribArray(location);\n gl.vertexAttribPointer(location, attribute.size, attribute.type || gl.FLOAT, attribute.normalized, attribute.stride, attribute.start);\n if (attribute.instance) {\n if (this.hasInstance) {\n gl.vertexAttribDivisor(location, 1);\n } else {\n throw new Error(\"geometry error, GPU Instancing is not supported on this device\");\n }\n }\n }\n }\n }\n draw(type, size, start, instanceCount) {\n const { gl } = this;\n const geometry = this._activeGeometry;\n if (geometry.indexBuffer) {\n const byteSize = geometry.indexBuffer.data.BYTES_PER_ELEMENT;\n const glType = byteSize === 2 ? gl.UNSIGNED_SHORT : gl.UNSIGNED_INT;\n if (byteSize === 2 || byteSize === 4 && this.canUseUInt32ElementIndex) {\n if (geometry.instanced) {\n gl.drawElementsInstanced(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize, instanceCount || 1);\n } else {\n gl.drawElements(type, size || geometry.indexBuffer.data.length, glType, (start || 0) * byteSize);\n }\n } else {\n console.warn(\"unsupported index buffer type: uint32\");\n }\n } else if (geometry.instanced) {\n gl.drawArraysInstanced(type, start, size || geometry.getSize(), instanceCount || 1);\n } else {\n gl.drawArrays(type, start, size || geometry.getSize());\n }\n return this;\n }\n unbind() {\n this.gl.bindVertexArray(null);\n this._activeVao = null;\n this._activeGeometry = null;\n }\n destroy() {\n this.renderer = null;\n }\n}\nGeometrySystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"geometry\"\n};\nextensions.add(GeometrySystem);\n\nexport { GeometrySystem };\n//# sourceMappingURL=GeometrySystem.mjs.map\n","import { MASK_TYPES } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\n\nclass MaskData {\n constructor(maskObject = null) {\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n this.maskObject = maskObject || null;\n this.pooled = false;\n this.isMaskData = true;\n this.resolution = null;\n this.multisample = settings.FILTER_MULTISAMPLE;\n this.enabled = true;\n this.colorMask = 15;\n this._filters = null;\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n this._scissorRectLocal = null;\n this._colorMask = 15;\n this._target = null;\n }\n get filter() {\n return this._filters ? this._filters[0] : null;\n }\n set filter(value) {\n if (value) {\n if (this._filters) {\n this._filters[0] = value;\n } else {\n this._filters = [value];\n }\n } else {\n this._filters = null;\n }\n }\n reset() {\n if (this.pooled) {\n this.maskObject = null;\n this.type = MASK_TYPES.NONE;\n this.autoDetect = true;\n }\n this._target = null;\n this._scissorRectLocal = null;\n }\n copyCountersOrReset(maskAbove) {\n if (maskAbove) {\n this._stencilCounter = maskAbove._stencilCounter;\n this._scissorCounter = maskAbove._scissorCounter;\n this._scissorRect = maskAbove._scissorRect;\n } else {\n this._stencilCounter = 0;\n this._scissorCounter = 0;\n this._scissorRect = null;\n }\n }\n}\n\nexport { MaskData };\n//# sourceMappingURL=MaskData.mjs.map\n","function compileShader(gl, type, src) {\n const shader = gl.createShader(type);\n gl.shaderSource(shader, src);\n gl.compileShader(shader);\n return shader;\n}\n\nexport { compileShader };\n//# sourceMappingURL=compileShader.mjs.map\n","function logPrettyShaderError(gl, shader) {\n const shaderSrc = gl.getShaderSource(shader).split(\"\\n\").map((line, index) => `${index}: ${line}`);\n const shaderLog = gl.getShaderInfoLog(shader);\n const splitShader = shaderLog.split(\"\\n\");\n const dedupe = {};\n const lineNumbers = splitShader.map((line) => parseFloat(line.replace(/^ERROR\\: 0\\:([\\d]+)\\:.*$/, \"$1\"))).filter((n) => {\n if (n && !dedupe[n]) {\n dedupe[n] = true;\n return true;\n }\n return false;\n });\n const logArgs = [\"\"];\n lineNumbers.forEach((number) => {\n shaderSrc[number - 1] = `%c${shaderSrc[number - 1]}%c`;\n logArgs.push(\"background: #FF0000; color:#FFFFFF; font-size: 10px\", \"font-size: 10px\");\n });\n const fragmentSourceToLog = shaderSrc.join(\"\\n\");\n logArgs[0] = fragmentSourceToLog;\n console.error(shaderLog);\n console.groupCollapsed(\"click to view full shader code\");\n console.warn(...logArgs);\n console.groupEnd();\n}\nfunction logProgramError(gl, program, vertexShader, fragmentShader) {\n if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {\n if (!gl.getShaderParameter(vertexShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, vertexShader);\n }\n if (!gl.getShaderParameter(fragmentShader, gl.COMPILE_STATUS)) {\n logPrettyShaderError(gl, fragmentShader);\n }\n console.error(\"PixiJS Error: Could not initialize shader.\");\n if (gl.getProgramInfoLog(program) !== \"\") {\n console.warn(\"PixiJS Warning: gl.getProgramInfoLog()\", gl.getProgramInfoLog(program));\n }\n }\n}\n\nexport { logProgramError };\n//# sourceMappingURL=logProgramError.mjs.map\n","function booleanArray(size) {\n const array = new Array(size);\n for (let i = 0; i < array.length; i++) {\n array[i] = false;\n }\n return array;\n}\nfunction defaultValue(type, size) {\n switch (type) {\n case \"float\":\n return 0;\n case \"vec2\":\n return new Float32Array(2 * size);\n case \"vec3\":\n return new Float32Array(3 * size);\n case \"vec4\":\n return new Float32Array(4 * size);\n case \"int\":\n case \"uint\":\n case \"sampler2D\":\n case \"sampler2DArray\":\n return 0;\n case \"ivec2\":\n return new Int32Array(2 * size);\n case \"ivec3\":\n return new Int32Array(3 * size);\n case \"ivec4\":\n return new Int32Array(4 * size);\n case \"uvec2\":\n return new Uint32Array(2 * size);\n case \"uvec3\":\n return new Uint32Array(3 * size);\n case \"uvec4\":\n return new Uint32Array(4 * size);\n case \"bool\":\n return false;\n case \"bvec2\":\n return booleanArray(2 * size);\n case \"bvec3\":\n return booleanArray(3 * size);\n case \"bvec4\":\n return booleanArray(4 * size);\n case \"mat2\":\n return new Float32Array([\n 1,\n 0,\n 0,\n 1\n ]);\n case \"mat3\":\n return new Float32Array([\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1\n ]);\n case \"mat4\":\n return new Float32Array([\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1\n ]);\n }\n return null;\n}\n\nexport { defaultValue };\n//# sourceMappingURL=defaultValue.mjs.map\n","import '../../settings.mjs';\nimport { ENV } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\n\nconst unknownContext = {};\nlet context = unknownContext;\nfunction getTestContext() {\n if (context === unknownContext || context?.isContextLost()) {\n const canvas = settings.ADAPTER.createCanvas();\n let gl;\n if (settings.PREFER_ENV >= ENV.WEBGL2) {\n gl = canvas.getContext(\"webgl2\", {});\n }\n if (!gl) {\n gl = canvas.getContext(\"webgl\", {}) || canvas.getContext(\"experimental-webgl\", {});\n if (!gl) {\n gl = null;\n } else {\n gl.getExtension(\"WEBGL_draw_buffers\");\n }\n }\n context = gl;\n }\n return context;\n}\n\nexport { getTestContext };\n//# sourceMappingURL=getTestContext.mjs.map\n","import { getTestContext } from './getTestContext.mjs';\nimport { PRECISION } from '@pixi/constants';\n\nlet maxFragmentPrecision;\nfunction getMaxFragmentPrecision() {\n if (!maxFragmentPrecision) {\n maxFragmentPrecision = PRECISION.MEDIUM;\n const gl = getTestContext();\n if (gl) {\n if (gl.getShaderPrecisionFormat) {\n const shaderFragment = gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT);\n maxFragmentPrecision = shaderFragment.precision ? PRECISION.HIGH : PRECISION.MEDIUM;\n }\n }\n }\n return maxFragmentPrecision;\n}\n\nexport { getMaxFragmentPrecision };\n//# sourceMappingURL=getMaxFragmentPrecision.mjs.map\n","import { PRECISION } from '@pixi/constants';\n\nfunction setPrecision(src, requestedPrecision, maxSupportedPrecision) {\n if (src.substring(0, 9) !== \"precision\") {\n let precision = requestedPrecision;\n if (requestedPrecision === PRECISION.HIGH && maxSupportedPrecision !== PRECISION.HIGH) {\n precision = PRECISION.MEDIUM;\n }\n return `precision ${precision} float;\n${src}`;\n } else if (maxSupportedPrecision !== PRECISION.HIGH && src.substring(0, 15) === \"precision highp\") {\n return src.replace(\"precision highp\", \"precision mediump\");\n }\n return src;\n}\n\nexport { setPrecision };\n//# sourceMappingURL=setPrecision.mjs.map\n","const GLSL_TO_SIZE = {\n float: 1,\n vec2: 2,\n vec3: 3,\n vec4: 4,\n int: 1,\n ivec2: 2,\n ivec3: 3,\n ivec4: 4,\n uint: 1,\n uvec2: 2,\n uvec3: 3,\n uvec4: 4,\n bool: 1,\n bvec2: 2,\n bvec3: 3,\n bvec4: 4,\n mat2: 4,\n mat3: 9,\n mat4: 16,\n sampler2D: 1\n};\nfunction mapSize(type) {\n return GLSL_TO_SIZE[type];\n}\n\nexport { mapSize };\n//# sourceMappingURL=mapSize.mjs.map\n","let GL_TABLE = null;\nconst GL_TO_GLSL_TYPES = {\n FLOAT: \"float\",\n FLOAT_VEC2: \"vec2\",\n FLOAT_VEC3: \"vec3\",\n FLOAT_VEC4: \"vec4\",\n INT: \"int\",\n INT_VEC2: \"ivec2\",\n INT_VEC3: \"ivec3\",\n INT_VEC4: \"ivec4\",\n UNSIGNED_INT: \"uint\",\n UNSIGNED_INT_VEC2: \"uvec2\",\n UNSIGNED_INT_VEC3: \"uvec3\",\n UNSIGNED_INT_VEC4: \"uvec4\",\n BOOL: \"bool\",\n BOOL_VEC2: \"bvec2\",\n BOOL_VEC3: \"bvec3\",\n BOOL_VEC4: \"bvec4\",\n FLOAT_MAT2: \"mat2\",\n FLOAT_MAT3: \"mat3\",\n FLOAT_MAT4: \"mat4\",\n SAMPLER_2D: \"sampler2D\",\n INT_SAMPLER_2D: \"sampler2D\",\n UNSIGNED_INT_SAMPLER_2D: \"sampler2D\",\n SAMPLER_CUBE: \"samplerCube\",\n INT_SAMPLER_CUBE: \"samplerCube\",\n UNSIGNED_INT_SAMPLER_CUBE: \"samplerCube\",\n SAMPLER_2D_ARRAY: \"sampler2DArray\",\n INT_SAMPLER_2D_ARRAY: \"sampler2DArray\",\n UNSIGNED_INT_SAMPLER_2D_ARRAY: \"sampler2DArray\"\n};\nfunction mapType(gl, type) {\n if (!GL_TABLE) {\n const typeNames = Object.keys(GL_TO_GLSL_TYPES);\n GL_TABLE = {};\n for (let i = 0; i < typeNames.length; ++i) {\n const tn = typeNames[i];\n GL_TABLE[gl[tn]] = GL_TO_GLSL_TYPES[tn];\n }\n }\n return GL_TABLE[type];\n}\n\nexport { mapType };\n//# sourceMappingURL=mapType.mjs.map\n","const uniformParsers = [\n {\n test: (data) => data.type === \"float\" && data.size === 1 && !data.isArray,\n code: (name) => `\n if(uv[\"${name}\"] !== ud[\"${name}\"].value)\n {\n ud[\"${name}\"].value = uv[\"${name}\"]\n gl.uniform1f(ud[\"${name}\"].location, uv[\"${name}\"])\n }\n `\n },\n {\n test: (data, uniform) => (data.type === \"sampler2D\" || data.type === \"samplerCube\" || data.type === \"sampler2DArray\") && data.size === 1 && !data.isArray && (uniform == null || uniform.castToBaseTexture !== void 0),\n code: (name) => `t = syncData.textureCount++;\n\n renderer.texture.bind(uv[\"${name}\"], t);\n\n if(ud[\"${name}\"].value !== t)\n {\n ud[\"${name}\"].value = t;\n gl.uniform1i(ud[\"${name}\"].location, t);\n; // eslint-disable-line max-len\n }`\n },\n {\n test: (data, uniform) => data.type === \"mat3\" && data.size === 1 && !data.isArray && uniform.a !== void 0,\n code: (name) => `\n gl.uniformMatrix3fv(ud[\"${name}\"].location, false, uv[\"${name}\"].toArray(true));\n `,\n codeUbo: (name) => `\n var ${name}_matrix = uv.${name}.toArray(true);\n\n data[offset] = ${name}_matrix[0];\n data[offset+1] = ${name}_matrix[1];\n data[offset+2] = ${name}_matrix[2];\n \n data[offset + 4] = ${name}_matrix[3];\n data[offset + 5] = ${name}_matrix[4];\n data[offset + 6] = ${name}_matrix[5];\n \n data[offset + 8] = ${name}_matrix[6];\n data[offset + 9] = ${name}_matrix[7];\n data[offset + 10] = ${name}_matrix[8];\n `\n },\n {\n test: (data, uniform) => data.type === \"vec2\" && data.size === 1 && !data.isArray && uniform.x !== void 0,\n code: (name) => `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n gl.uniform2f(ud[\"${name}\"].location, v.x, v.y);\n }`,\n codeUbo: (name) => `\n v = uv.${name};\n\n data[offset] = v.x;\n data[offset+1] = v.y;\n `\n },\n {\n test: (data) => data.type === \"vec2\" && data.size === 1 && !data.isArray,\n code: (name) => `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n gl.uniform2f(ud[\"${name}\"].location, v[0], v[1]);\n }\n `\n },\n {\n test: (data, uniform) => data.type === \"vec4\" && data.size === 1 && !data.isArray && uniform.width !== void 0,\n code: (name) => `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v.x || cv[1] !== v.y || cv[2] !== v.width || cv[3] !== v.height)\n {\n cv[0] = v.x;\n cv[1] = v.y;\n cv[2] = v.width;\n cv[3] = v.height;\n gl.uniform4f(ud[\"${name}\"].location, v.x, v.y, v.width, v.height)\n }`,\n codeUbo: (name) => `\n v = uv.${name};\n\n data[offset] = v.x;\n data[offset+1] = v.y;\n data[offset+2] = v.width;\n data[offset+3] = v.height;\n `\n },\n {\n test: (data) => data.type === \"vec4\" && data.size === 1 && !data.isArray,\n code: (name) => `\n cv = ud[\"${name}\"].value;\n v = uv[\"${name}\"];\n\n if(cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(ud[\"${name}\"].location, v[0], v[1], v[2], v[3])\n }`\n }\n];\n\nexport { uniformParsers };\n//# sourceMappingURL=uniformParsers.mjs.map\n","import { uniformParsers } from './uniformParsers.mjs';\n\nconst GLSL_TO_SINGLE_SETTERS_CACHED = {\n float: `\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1f(location, v);\n }`,\n vec2: `\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2f(location, v[0], v[1])\n }`,\n vec3: `\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3f(location, v[0], v[1], v[2])\n }`,\n vec4: `\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4f(location, v[0], v[1], v[2], v[3]);\n }`,\n int: `\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }`,\n ivec2: `\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2i(location, v[0], v[1]);\n }`,\n ivec3: `\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3i(location, v[0], v[1], v[2]);\n }`,\n ivec4: `\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\n }`,\n uint: `\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1ui(location, v);\n }`,\n uvec2: `\n if (cv[0] !== v[0] || cv[1] !== v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2ui(location, v[0], v[1]);\n }`,\n uvec3: `\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3ui(location, v[0], v[1], v[2]);\n }`,\n uvec4: `\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4ui(location, v[0], v[1], v[2], v[3]);\n }`,\n bool: `\n if (cv !== v)\n {\n cu.value = v;\n gl.uniform1i(location, v);\n }`,\n bvec2: `\n if (cv[0] != v[0] || cv[1] != v[1])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n\n gl.uniform2i(location, v[0], v[1]);\n }`,\n bvec3: `\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n\n gl.uniform3i(location, v[0], v[1], v[2]);\n }`,\n bvec4: `\n if (cv[0] !== v[0] || cv[1] !== v[1] || cv[2] !== v[2] || cv[3] !== v[3])\n {\n cv[0] = v[0];\n cv[1] = v[1];\n cv[2] = v[2];\n cv[3] = v[3];\n\n gl.uniform4i(location, v[0], v[1], v[2], v[3]);\n }`,\n mat2: \"gl.uniformMatrix2fv(location, false, v)\",\n mat3: \"gl.uniformMatrix3fv(location, false, v)\",\n mat4: \"gl.uniformMatrix4fv(location, false, v)\",\n sampler2D: `\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }`,\n samplerCube: `\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }`,\n sampler2DArray: `\n if (cv !== v)\n {\n cu.value = v;\n\n gl.uniform1i(location, v);\n }`\n};\nconst GLSL_TO_ARRAY_SETTERS = {\n float: `gl.uniform1fv(location, v)`,\n vec2: `gl.uniform2fv(location, v)`,\n vec3: `gl.uniform3fv(location, v)`,\n vec4: \"gl.uniform4fv(location, v)\",\n mat4: \"gl.uniformMatrix4fv(location, false, v)\",\n mat3: \"gl.uniformMatrix3fv(location, false, v)\",\n mat2: \"gl.uniformMatrix2fv(location, false, v)\",\n int: \"gl.uniform1iv(location, v)\",\n ivec2: \"gl.uniform2iv(location, v)\",\n ivec3: \"gl.uniform3iv(location, v)\",\n ivec4: \"gl.uniform4iv(location, v)\",\n uint: \"gl.uniform1uiv(location, v)\",\n uvec2: \"gl.uniform2uiv(location, v)\",\n uvec3: \"gl.uniform3uiv(location, v)\",\n uvec4: \"gl.uniform4uiv(location, v)\",\n bool: \"gl.uniform1iv(location, v)\",\n bvec2: \"gl.uniform2iv(location, v)\",\n bvec3: \"gl.uniform3iv(location, v)\",\n bvec4: \"gl.uniform4iv(location, v)\",\n sampler2D: \"gl.uniform1iv(location, v)\",\n samplerCube: \"gl.uniform1iv(location, v)\",\n sampler2DArray: \"gl.uniform1iv(location, v)\"\n};\nfunction generateUniformsSync(group, uniformData) {\n const funcFragments = [`\n var v = null;\n var cv = null;\n var cu = null;\n var t = 0;\n var gl = renderer.gl;\n `];\n for (const i in group.uniforms) {\n const data = uniformData[i];\n if (!data) {\n if (group.uniforms[i]?.group) {\n if (group.uniforms[i].ubo) {\n funcFragments.push(`\n renderer.shader.syncUniformBufferGroup(uv.${i}, '${i}');\n `);\n } else {\n funcFragments.push(`\n renderer.shader.syncUniformGroup(uv.${i}, syncData);\n `);\n }\n }\n continue;\n }\n const uniform = group.uniforms[i];\n let parsed = false;\n for (let j = 0; j < uniformParsers.length; j++) {\n if (uniformParsers[j].test(data, uniform)) {\n funcFragments.push(uniformParsers[j].code(i, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n const templateType = data.size === 1 && !data.isArray ? GLSL_TO_SINGLE_SETTERS_CACHED : GLSL_TO_ARRAY_SETTERS;\n const template = templateType[data.type].replace(\"location\", `ud[\"${i}\"].location`);\n funcFragments.push(`\n cu = ud[\"${i}\"];\n cv = cu.value;\n v = uv[\"${i}\"];\n ${template};`);\n }\n }\n return new Function(\"ud\", \"uv\", \"renderer\", \"syncData\", funcFragments.join(\"\\n\"));\n}\n\nexport { generateUniformsSync };\n//# sourceMappingURL=generateUniformsSync.mjs.map\n","const fragTemplate = [\n \"precision mediump float;\",\n \"void main(void){\",\n \"float test = 0.1;\",\n \"%forloop%\",\n \"gl_FragColor = vec4(0.0);\",\n \"}\"\n].join(\"\\n\");\nfunction generateIfTestSrc(maxIfs) {\n let src = \"\";\n for (let i = 0; i < maxIfs; ++i) {\n if (i > 0) {\n src += \"\\nelse \";\n }\n if (i < maxIfs - 1) {\n src += `if(test == ${i}.0){}`;\n }\n }\n return src;\n}\nfunction checkMaxIfStatementsInShader(maxIfs, gl) {\n if (maxIfs === 0) {\n throw new Error(\"Invalid value of `0` passed to `checkMaxIfStatementsInShader`\");\n }\n const shader = gl.createShader(gl.FRAGMENT_SHADER);\n while (true) {\n const fragmentSrc = fragTemplate.replace(/%forloop%/gi, generateIfTestSrc(maxIfs));\n gl.shaderSource(shader, fragmentSrc);\n gl.compileShader(shader);\n if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {\n maxIfs = maxIfs / 2 | 0;\n } else {\n break;\n }\n }\n return maxIfs;\n}\n\nexport { checkMaxIfStatementsInShader };\n//# sourceMappingURL=checkMaxIfStatementsInShader.mjs.map\n","let unsafeEval;\nfunction unsafeEvalSupported() {\n if (typeof unsafeEval === \"boolean\") {\n return unsafeEval;\n }\n try {\n const func = new Function(\"param1\", \"param2\", \"param3\", \"return param1[param2] === param3;\");\n unsafeEval = func({ a: \"b\" }, \"a\", \"b\") === true;\n } catch (e) {\n unsafeEval = false;\n }\n return unsafeEval;\n}\n\nexport { unsafeEvalSupported };\n//# sourceMappingURL=unsafeEvalSupported.mjs.map\n","var defaultFragment = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor *= texture2D(uSampler, vTextureCoord);\\n}\";\n\nexport { defaultFragment as default };\n//# sourceMappingURL=defaultProgram.mjs.map\n","var defaultVertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\\n\";\n\nexport { defaultVertex as default };\n//# sourceMappingURL=defaultProgram2.mjs.map\n","import './utils/index.mjs';\nimport { ProgramCache } from '@pixi/utils';\nimport defaultFragment from './defaultProgram.mjs';\nimport defaultVertex from './defaultProgram2.mjs';\nimport { settings } from '@pixi/settings';\nimport { PRECISION } from '@pixi/constants';\nimport { setPrecision } from './utils/setPrecision.mjs';\nimport { getMaxFragmentPrecision } from './utils/getMaxFragmentPrecision.mjs';\n\nlet UID = 0;\nconst nameCache = {};\nclass Program {\n constructor(vertexSrc, fragmentSrc, name = \"pixi-shader\", extra = {}) {\n this.extra = {};\n this.id = UID++;\n this.vertexSrc = vertexSrc || Program.defaultVertexSrc;\n this.fragmentSrc = fragmentSrc || Program.defaultFragmentSrc;\n this.vertexSrc = this.vertexSrc.trim();\n this.fragmentSrc = this.fragmentSrc.trim();\n this.extra = extra;\n if (this.vertexSrc.substring(0, 8) !== \"#version\") {\n name = name.replace(/\\s+/g, \"-\");\n if (nameCache[name]) {\n nameCache[name]++;\n name += `-${nameCache[name]}`;\n } else {\n nameCache[name] = 1;\n }\n this.vertexSrc = `#define SHADER_NAME ${name}\n${this.vertexSrc}`;\n this.fragmentSrc = `#define SHADER_NAME ${name}\n${this.fragmentSrc}`;\n this.vertexSrc = setPrecision(this.vertexSrc, settings.PRECISION_VERTEX, PRECISION.HIGH);\n this.fragmentSrc = setPrecision(this.fragmentSrc, settings.PRECISION_FRAGMENT, getMaxFragmentPrecision());\n }\n this.glPrograms = {};\n this.syncUniforms = null;\n }\n static get defaultVertexSrc() {\n return defaultVertex;\n }\n static get defaultFragmentSrc() {\n return defaultFragment;\n }\n static from(vertexSrc, fragmentSrc, name) {\n const key = vertexSrc + fragmentSrc;\n let program = ProgramCache[key];\n if (!program) {\n ProgramCache[key] = program = new Program(vertexSrc, fragmentSrc, name);\n }\n return program;\n }\n}\n\nexport { Program };\n//# sourceMappingURL=Program.mjs.map\n","import { Program } from './Program.mjs';\nimport { UniformGroup } from './UniformGroup.mjs';\nimport { Runner } from '@pixi/runner';\n\nclass Shader {\n constructor(program, uniforms) {\n this.uniformBindCount = 0;\n this.program = program;\n if (uniforms) {\n if (uniforms instanceof UniformGroup) {\n this.uniformGroup = uniforms;\n } else {\n this.uniformGroup = new UniformGroup(uniforms);\n }\n } else {\n this.uniformGroup = new UniformGroup({});\n }\n this.disposeRunner = new Runner(\"disposeShader\");\n }\n checkUniformExists(name, group) {\n if (group.uniforms[name]) {\n return true;\n }\n for (const i in group.uniforms) {\n const uniform = group.uniforms[i];\n if (uniform.group) {\n if (this.checkUniformExists(name, uniform)) {\n return true;\n }\n }\n }\n return false;\n }\n destroy() {\n this.uniformGroup = null;\n this.disposeRunner.emit(this);\n this.disposeRunner.destroy();\n }\n get uniforms() {\n return this.uniformGroup.uniforms;\n }\n static from(vertexSrc, fragmentSrc, uniforms) {\n const program = Program.from(vertexSrc, fragmentSrc);\n return new Shader(program, uniforms);\n }\n}\n\nexport { Shader };\n//# sourceMappingURL=Shader.mjs.map\n","import { BLEND_MODES } from '@pixi/constants';\n\nconst BLEND = 0;\nconst OFFSET = 1;\nconst CULLING = 2;\nconst DEPTH_TEST = 3;\nconst WINDING = 4;\nconst DEPTH_MASK = 5;\nclass State {\n constructor() {\n this.data = 0;\n this.blendMode = BLEND_MODES.NORMAL;\n this.polygonOffset = 0;\n this.blend = true;\n this.depthMask = true;\n }\n get blend() {\n return !!(this.data & 1 << BLEND);\n }\n set blend(value) {\n if (!!(this.data & 1 << BLEND) !== value) {\n this.data ^= 1 << BLEND;\n }\n }\n get offsets() {\n return !!(this.data & 1 << OFFSET);\n }\n set offsets(value) {\n if (!!(this.data & 1 << OFFSET) !== value) {\n this.data ^= 1 << OFFSET;\n }\n }\n get culling() {\n return !!(this.data & 1 << CULLING);\n }\n set culling(value) {\n if (!!(this.data & 1 << CULLING) !== value) {\n this.data ^= 1 << CULLING;\n }\n }\n get depthTest() {\n return !!(this.data & 1 << DEPTH_TEST);\n }\n set depthTest(value) {\n if (!!(this.data & 1 << DEPTH_TEST) !== value) {\n this.data ^= 1 << DEPTH_TEST;\n }\n }\n get depthMask() {\n return !!(this.data & 1 << DEPTH_MASK);\n }\n set depthMask(value) {\n if (!!(this.data & 1 << DEPTH_MASK) !== value) {\n this.data ^= 1 << DEPTH_MASK;\n }\n }\n get clockwiseFrontFace() {\n return !!(this.data & 1 << WINDING);\n }\n set clockwiseFrontFace(value) {\n if (!!(this.data & 1 << WINDING) !== value) {\n this.data ^= 1 << WINDING;\n }\n }\n get blendMode() {\n return this._blendMode;\n }\n set blendMode(value) {\n this.blend = value !== BLEND_MODES.NONE;\n this._blendMode = value;\n }\n get polygonOffset() {\n return this._polygonOffset;\n }\n set polygonOffset(value) {\n this.offsets = !!value;\n this._polygonOffset = value;\n }\n static for2d() {\n const state = new State();\n state.depthTest = false;\n state.blend = true;\n return state;\n }\n}\n\nexport { State };\n//# sourceMappingURL=State.mjs.map\n","var defaultFragment = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n gl_FragColor = texture2D(uSampler, vTextureCoord);\\n}\\n\";\n\nexport { defaultFragment as default };\n//# sourceMappingURL=defaultFilter.mjs.map\n","var defaultVertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\nexport { defaultVertex as default };\n//# sourceMappingURL=defaultFilter2.mjs.map\n","import { settings } from '@pixi/settings';\nimport { Program } from '../shader/Program.mjs';\nimport { Shader } from '../shader/Shader.mjs';\nimport { State } from '../state/State.mjs';\nimport defaultFragment from './defaultFilter.mjs';\nimport defaultVertex from './defaultFilter2.mjs';\n\nclass Filter extends Shader {\n constructor(vertexSrc, fragmentSrc, uniforms) {\n const program = Program.from(vertexSrc || Filter.defaultVertexSrc, fragmentSrc || Filter.defaultFragmentSrc);\n super(program, uniforms);\n this.padding = 0;\n this.resolution = settings.FILTER_RESOLUTION;\n this.multisample = settings.FILTER_MULTISAMPLE;\n this.enabled = true;\n this.autoFit = true;\n this.state = new State();\n }\n apply(filterManager, input, output, clearMode, _currentState) {\n filterManager.applyFilter(this, input, output, clearMode);\n }\n get blendMode() {\n return this.state.blendMode;\n }\n set blendMode(value) {\n this.state.blendMode = value;\n }\n get resolution() {\n return this._resolution;\n }\n set resolution(value) {\n this._resolution = value;\n }\n static get defaultVertexSrc() {\n return defaultVertex;\n }\n static get defaultFragmentSrc() {\n return defaultFragment;\n }\n}\n\nexport { Filter };\n//# sourceMappingURL=Filter.mjs.map\n","var vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 otherMatrix;\\n\\nvarying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vMaskCoord = ( otherMatrix * vec3( aTextureCoord, 1.0) ).xy;\\n}\\n\";\n\nexport { vertex as default };\n//# sourceMappingURL=spriteMaskFilter2.mjs.map\n","var fragment = \"varying vec2 vMaskCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform sampler2D mask;\\nuniform float alpha;\\nuniform float npmAlpha;\\nuniform vec4 maskClamp;\\n\\nvoid main(void)\\n{\\n float clip = step(3.5,\\n step(maskClamp.x, vMaskCoord.x) +\\n step(maskClamp.y, vMaskCoord.y) +\\n step(vMaskCoord.x, maskClamp.z) +\\n step(vMaskCoord.y, maskClamp.w));\\n\\n vec4 original = texture2D(uSampler, vTextureCoord);\\n vec4 masky = texture2D(mask, vMaskCoord);\\n float alphaMul = 1.0 - npmAlpha * (1.0 - masky.a);\\n\\n original *= (alphaMul * masky.r * alpha * clip);\\n\\n gl_FragColor = original;\\n}\\n\";\n\nexport { fragment as default };\n//# sourceMappingURL=spriteMaskFilter3.mjs.map\n","import { Matrix } from '@pixi/math';\n\nconst tempMat = new Matrix();\nclass TextureMatrix {\n constructor(texture, clampMargin) {\n this._texture = texture;\n this.mapCoord = new Matrix();\n this.uClampFrame = new Float32Array(4);\n this.uClampOffset = new Float32Array(2);\n this._textureID = -1;\n this._updateID = 0;\n this.clampOffset = 0;\n this.clampMargin = typeof clampMargin === \"undefined\" ? 0.5 : clampMargin;\n this.isSimple = false;\n }\n get texture() {\n return this._texture;\n }\n set texture(value) {\n this._texture = value;\n this._textureID = -1;\n }\n multiplyUvs(uvs, out) {\n if (out === void 0) {\n out = uvs;\n }\n const mat = this.mapCoord;\n for (let i = 0; i < uvs.length; i += 2) {\n const x = uvs[i];\n const y = uvs[i + 1];\n out[i] = x * mat.a + y * mat.c + mat.tx;\n out[i + 1] = x * mat.b + y * mat.d + mat.ty;\n }\n return out;\n }\n update(forceUpdate) {\n const tex = this._texture;\n if (!tex || !tex.valid) {\n return false;\n }\n if (!forceUpdate && this._textureID === tex._updateID) {\n return false;\n }\n this._textureID = tex._updateID;\n this._updateID++;\n const uvs = tex._uvs;\n this.mapCoord.set(uvs.x1 - uvs.x0, uvs.y1 - uvs.y0, uvs.x3 - uvs.x0, uvs.y3 - uvs.y0, uvs.x0, uvs.y0);\n const orig = tex.orig;\n const trim = tex.trim;\n if (trim) {\n tempMat.set(orig.width / trim.width, 0, 0, orig.height / trim.height, -trim.x / trim.width, -trim.y / trim.height);\n this.mapCoord.append(tempMat);\n }\n const texBase = tex.baseTexture;\n const frame = this.uClampFrame;\n const margin = this.clampMargin / texBase.resolution;\n const offset = this.clampOffset;\n frame[0] = (tex._frame.x + margin + offset) / texBase.width;\n frame[1] = (tex._frame.y + margin + offset) / texBase.height;\n frame[2] = (tex._frame.x + tex._frame.width - margin + offset) / texBase.width;\n frame[3] = (tex._frame.y + tex._frame.height - margin + offset) / texBase.height;\n this.uClampOffset[0] = offset / texBase.realWidth;\n this.uClampOffset[1] = offset / texBase.realHeight;\n this.isSimple = tex._frame.width === texBase.width && tex._frame.height === texBase.height && tex.rotate === 0;\n return true;\n }\n}\n\nexport { TextureMatrix };\n//# sourceMappingURL=TextureMatrix.mjs.map\n","import { Filter } from '../Filter.mjs';\nimport { Matrix } from '@pixi/math';\nimport vertex from './spriteMaskFilter2.mjs';\nimport fragment from './spriteMaskFilter3.mjs';\nimport { TextureMatrix } from '../../textures/TextureMatrix.mjs';\n\nclass SpriteMaskFilter extends Filter {\n constructor(vertexSrc, fragmentSrc, uniforms) {\n let sprite = null;\n if (typeof vertexSrc !== \"string\" && fragmentSrc === void 0 && uniforms === void 0) {\n sprite = vertexSrc;\n vertexSrc = void 0;\n fragmentSrc = void 0;\n uniforms = void 0;\n }\n super(vertexSrc || vertex, fragmentSrc || fragment, uniforms);\n this.maskSprite = sprite;\n this.maskMatrix = new Matrix();\n }\n get maskSprite() {\n return this._maskSprite;\n }\n set maskSprite(value) {\n this._maskSprite = value;\n if (this._maskSprite) {\n this._maskSprite.renderable = false;\n }\n }\n apply(filterManager, input, output, clearMode) {\n const maskSprite = this._maskSprite;\n const tex = maskSprite._texture;\n if (!tex.valid) {\n return;\n }\n if (!tex.uvMatrix) {\n tex.uvMatrix = new TextureMatrix(tex, 0);\n }\n tex.uvMatrix.update();\n this.uniforms.npmAlpha = tex.baseTexture.alphaMode ? 0 : 1;\n this.uniforms.mask = tex;\n this.uniforms.otherMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, maskSprite).prepend(tex.uvMatrix.mapCoord);\n this.uniforms.alpha = maskSprite.worldAlpha;\n this.uniforms.maskClamp = tex.uvMatrix.uClampFrame;\n filterManager.applyFilter(this, input, output, clearMode);\n }\n}\n\nexport { SpriteMaskFilter };\n//# sourceMappingURL=SpriteMaskFilter.mjs.map\n","import { MaskData } from './MaskData.mjs';\nimport { SpriteMaskFilter } from '../filters/spriteMask/SpriteMaskFilter.mjs';\nimport { MASK_TYPES } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nclass MaskSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.enableScissor = true;\n this.alphaMaskPool = [];\n this.maskDataPool = [];\n this.maskStack = [];\n this.alphaMaskIndex = 0;\n }\n setMaskStack(maskStack) {\n this.maskStack = maskStack;\n this.renderer.scissor.setMaskStack(maskStack);\n this.renderer.stencil.setMaskStack(maskStack);\n }\n push(target, maskDataOrTarget) {\n let maskData = maskDataOrTarget;\n if (!maskData.isMaskData) {\n const d = this.maskDataPool.pop() || new MaskData();\n d.pooled = true;\n d.maskObject = maskDataOrTarget;\n maskData = d;\n }\n const maskAbove = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n maskData.copyCountersOrReset(maskAbove);\n maskData._colorMask = maskAbove ? maskAbove._colorMask : 15;\n if (maskData.autoDetect) {\n this.detect(maskData);\n }\n maskData._target = target;\n if (maskData.type !== MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.push(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.push(maskData);\n break;\n case MASK_TYPES.SPRITE:\n maskData.copyCountersOrReset(null);\n this.pushSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.pushColorMask(maskData);\n break;\n default:\n break;\n }\n }\n if (maskData.type === MASK_TYPES.SPRITE) {\n this.maskStack.push(maskData);\n }\n }\n pop(target) {\n const maskData = this.maskStack.pop();\n if (!maskData || maskData._target !== target) {\n return;\n }\n if (maskData.enabled) {\n switch (maskData.type) {\n case MASK_TYPES.SCISSOR:\n this.renderer.scissor.pop(maskData);\n break;\n case MASK_TYPES.STENCIL:\n this.renderer.stencil.pop(maskData.maskObject);\n break;\n case MASK_TYPES.SPRITE:\n this.popSpriteMask(maskData);\n break;\n case MASK_TYPES.COLOR:\n this.popColorMask(maskData);\n break;\n default:\n break;\n }\n }\n maskData.reset();\n if (maskData.pooled) {\n this.maskDataPool.push(maskData);\n }\n if (this.maskStack.length !== 0) {\n const maskCurrent = this.maskStack[this.maskStack.length - 1];\n if (maskCurrent.type === MASK_TYPES.SPRITE && maskCurrent._filters) {\n maskCurrent._filters[0].maskSprite = maskCurrent.maskObject;\n }\n }\n }\n detect(maskData) {\n const maskObject = maskData.maskObject;\n if (!maskObject) {\n maskData.type = MASK_TYPES.COLOR;\n } else if (maskObject.isSprite) {\n maskData.type = MASK_TYPES.SPRITE;\n } else if (this.enableScissor && this.renderer.scissor.testScissor(maskData)) {\n maskData.type = MASK_TYPES.SCISSOR;\n } else {\n maskData.type = MASK_TYPES.STENCIL;\n }\n }\n pushSpriteMask(maskData) {\n const { maskObject } = maskData;\n const target = maskData._target;\n let alphaMaskFilter = maskData._filters;\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex];\n if (!alphaMaskFilter) {\n alphaMaskFilter = this.alphaMaskPool[this.alphaMaskIndex] = [new SpriteMaskFilter()];\n }\n }\n const renderer = this.renderer;\n const renderTextureSystem = renderer.renderTexture;\n let resolution;\n let multisample;\n if (renderTextureSystem.current) {\n const renderTexture = renderTextureSystem.current;\n resolution = maskData.resolution || renderTexture.resolution;\n multisample = maskData.multisample ?? renderTexture.multisample;\n } else {\n resolution = maskData.resolution || renderer.resolution;\n multisample = maskData.multisample ?? renderer.multisample;\n }\n alphaMaskFilter[0].resolution = resolution;\n alphaMaskFilter[0].multisample = multisample;\n alphaMaskFilter[0].maskSprite = maskObject;\n const stashFilterArea = target.filterArea;\n target.filterArea = maskObject.getBounds(true);\n renderer.filter.push(target, alphaMaskFilter);\n target.filterArea = stashFilterArea;\n if (!maskData._filters) {\n this.alphaMaskIndex++;\n }\n }\n popSpriteMask(maskData) {\n this.renderer.filter.pop();\n if (maskData._filters) {\n maskData._filters[0].maskSprite = null;\n } else {\n this.alphaMaskIndex--;\n this.alphaMaskPool[this.alphaMaskIndex][0].maskSprite = null;\n }\n }\n pushColorMask(maskData) {\n const currColorMask = maskData._colorMask;\n const nextColorMask = maskData._colorMask = currColorMask & maskData.colorMask;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 1) !== 0, (nextColorMask & 2) !== 0, (nextColorMask & 4) !== 0, (nextColorMask & 8) !== 0);\n }\n }\n popColorMask(maskData) {\n const currColorMask = maskData._colorMask;\n const nextColorMask = this.maskStack.length > 0 ? this.maskStack[this.maskStack.length - 1]._colorMask : 15;\n if (nextColorMask !== currColorMask) {\n this.renderer.gl.colorMask((nextColorMask & 1) !== 0, (nextColorMask & 2) !== 0, (nextColorMask & 4) !== 0, (nextColorMask & 8) !== 0);\n }\n }\n destroy() {\n this.renderer = null;\n }\n}\nMaskSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"mask\"\n};\nextensions.add(MaskSystem);\n\nexport { MaskSystem };\n//# sourceMappingURL=MaskSystem.mjs.map\n","class AbstractMaskSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.maskStack = [];\n this.glConst = 0;\n }\n getStackLength() {\n return this.maskStack.length;\n }\n setMaskStack(maskStack) {\n const { gl } = this.renderer;\n const curStackLen = this.getStackLength();\n this.maskStack = maskStack;\n const newStackLen = this.getStackLength();\n if (newStackLen !== curStackLen) {\n if (newStackLen === 0) {\n gl.disable(this.glConst);\n } else {\n gl.enable(this.glConst);\n this._useCurrent();\n }\n }\n }\n _useCurrent() {\n }\n destroy() {\n this.renderer = null;\n this.maskStack = null;\n }\n}\n\nexport { AbstractMaskSystem };\n//# sourceMappingURL=AbstractMaskSystem.mjs.map\n","import { AbstractMaskSystem } from './AbstractMaskSystem.mjs';\nimport { Matrix, Rectangle } from '@pixi/math';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { settings } from '@pixi/settings';\n\nconst tempMatrix = new Matrix();\nconst rectPool = [];\nconst _ScissorSystem = class extends AbstractMaskSystem {\n constructor(renderer) {\n super(renderer);\n this.glConst = settings.ADAPTER.getWebGLRenderingContext().SCISSOR_TEST;\n }\n getStackLength() {\n const maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._scissorCounter;\n }\n return 0;\n }\n calcScissorRect(maskData) {\n if (maskData._scissorRectLocal) {\n return;\n }\n const prevData = maskData._scissorRect;\n const { maskObject } = maskData;\n const { renderer } = this;\n const renderTextureSystem = renderer.renderTexture;\n const rect = maskObject.getBounds(true, rectPool.pop() ?? new Rectangle());\n this.roundFrameToPixels(rect, renderTextureSystem.current ? renderTextureSystem.current.resolution : renderer.resolution, renderTextureSystem.sourceFrame, renderTextureSystem.destinationFrame, renderer.projection.transform);\n if (prevData) {\n rect.fit(prevData);\n }\n maskData._scissorRectLocal = rect;\n }\n static isMatrixRotated(matrix) {\n if (!matrix) {\n return false;\n }\n const { a, b, c, d } = matrix;\n return (Math.abs(b) > 1e-4 || Math.abs(c) > 1e-4) && (Math.abs(a) > 1e-4 || Math.abs(d) > 1e-4);\n }\n testScissor(maskData) {\n const { maskObject } = maskData;\n if (!maskObject.isFastRect || !maskObject.isFastRect()) {\n return false;\n }\n if (_ScissorSystem.isMatrixRotated(maskObject.worldTransform)) {\n return false;\n }\n if (_ScissorSystem.isMatrixRotated(this.renderer.projection.transform)) {\n return false;\n }\n this.calcScissorRect(maskData);\n const rect = maskData._scissorRectLocal;\n return rect.width > 0 && rect.height > 0;\n }\n roundFrameToPixels(frame, resolution, bindingSourceFrame, bindingDestinationFrame, transform) {\n if (_ScissorSystem.isMatrixRotated(transform)) {\n return;\n }\n transform = transform ? tempMatrix.copyFrom(transform) : tempMatrix.identity();\n transform.translate(-bindingSourceFrame.x, -bindingSourceFrame.y).scale(bindingDestinationFrame.width / bindingSourceFrame.width, bindingDestinationFrame.height / bindingSourceFrame.height).translate(bindingDestinationFrame.x, bindingDestinationFrame.y);\n this.renderer.filter.transformAABB(transform, frame);\n frame.fit(bindingDestinationFrame);\n frame.x = Math.round(frame.x * resolution);\n frame.y = Math.round(frame.y * resolution);\n frame.width = Math.round(frame.width * resolution);\n frame.height = Math.round(frame.height * resolution);\n }\n push(maskData) {\n if (!maskData._scissorRectLocal) {\n this.calcScissorRect(maskData);\n }\n const { gl } = this.renderer;\n if (!maskData._scissorRect) {\n gl.enable(gl.SCISSOR_TEST);\n }\n maskData._scissorCounter++;\n maskData._scissorRect = maskData._scissorRectLocal;\n this._useCurrent();\n }\n pop(maskData) {\n const { gl } = this.renderer;\n if (maskData) {\n rectPool.push(maskData._scissorRectLocal);\n }\n if (this.getStackLength() > 0) {\n this._useCurrent();\n } else {\n gl.disable(gl.SCISSOR_TEST);\n }\n }\n _useCurrent() {\n const rect = this.maskStack[this.maskStack.length - 1]._scissorRect;\n let y;\n if (this.renderer.renderTexture.current) {\n y = rect.y;\n } else {\n y = this.renderer.height - rect.height - rect.y;\n }\n this.renderer.gl.scissor(rect.x, y, rect.width, rect.height);\n }\n};\nlet ScissorSystem = _ScissorSystem;\nScissorSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"scissor\"\n};\nextensions.add(ScissorSystem);\n\nexport { ScissorSystem };\n//# sourceMappingURL=ScissorSystem.mjs.map\n","import { AbstractMaskSystem } from './AbstractMaskSystem.mjs';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { settings } from '@pixi/settings';\n\nclass StencilSystem extends AbstractMaskSystem {\n constructor(renderer) {\n super(renderer);\n this.glConst = settings.ADAPTER.getWebGLRenderingContext().STENCIL_TEST;\n }\n getStackLength() {\n const maskData = this.maskStack[this.maskStack.length - 1];\n if (maskData) {\n return maskData._stencilCounter;\n }\n return 0;\n }\n push(maskData) {\n const maskObject = maskData.maskObject;\n const { gl } = this.renderer;\n const prevMaskCount = maskData._stencilCounter;\n if (prevMaskCount === 0) {\n this.renderer.framebuffer.forceStencil();\n gl.clearStencil(0);\n gl.clear(gl.STENCIL_BUFFER_BIT);\n gl.enable(gl.STENCIL_TEST);\n }\n maskData._stencilCounter++;\n const colorMask = maskData._colorMask;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n gl.stencilFunc(gl.EQUAL, prevMaskCount, 4294967295);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.INCR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0);\n }\n this._useCurrent();\n }\n pop(maskObject) {\n const gl = this.renderer.gl;\n if (this.getStackLength() === 0) {\n gl.disable(gl.STENCIL_TEST);\n } else {\n const maskData = this.maskStack.length !== 0 ? this.maskStack[this.maskStack.length - 1] : null;\n const colorMask = maskData ? maskData._colorMask : 15;\n if (colorMask !== 0) {\n maskData._colorMask = 0;\n gl.colorMask(false, false, false, false);\n }\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.DECR);\n maskObject.renderable = true;\n maskObject.render(this.renderer);\n this.renderer.batch.flush();\n maskObject.renderable = false;\n if (colorMask !== 0) {\n maskData._colorMask = colorMask;\n gl.colorMask((colorMask & 1) !== 0, (colorMask & 2) !== 0, (colorMask & 4) !== 0, (colorMask & 8) !== 0);\n }\n this._useCurrent();\n }\n }\n _useCurrent() {\n const gl = this.renderer.gl;\n gl.stencilFunc(gl.EQUAL, this.getStackLength(), 4294967295);\n gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);\n }\n}\nStencilSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"stencil\"\n};\nextensions.add(StencilSystem);\n\nexport { StencilSystem };\n//# sourceMappingURL=StencilSystem.mjs.map\n","import { Matrix } from '@pixi/math';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nclass ProjectionSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.destinationFrame = null;\n this.sourceFrame = null;\n this.defaultFrame = null;\n this.projectionMatrix = new Matrix();\n this.transform = null;\n }\n update(destinationFrame, sourceFrame, resolution, root) {\n this.destinationFrame = destinationFrame || this.destinationFrame || this.defaultFrame;\n this.sourceFrame = sourceFrame || this.sourceFrame || destinationFrame;\n this.calculateProjection(this.destinationFrame, this.sourceFrame, resolution, root);\n if (this.transform) {\n this.projectionMatrix.append(this.transform);\n }\n const renderer = this.renderer;\n renderer.globalUniforms.uniforms.projectionMatrix = this.projectionMatrix;\n renderer.globalUniforms.update();\n if (renderer.shader.shader) {\n renderer.shader.syncUniformGroup(renderer.shader.shader.uniforms.globals);\n }\n }\n calculateProjection(_destinationFrame, sourceFrame, _resolution, root) {\n const pm = this.projectionMatrix;\n const sign = !root ? 1 : -1;\n pm.identity();\n pm.a = 1 / sourceFrame.width * 2;\n pm.d = sign * (1 / sourceFrame.height * 2);\n pm.tx = -1 - sourceFrame.x * pm.a;\n pm.ty = -sign - sourceFrame.y * pm.d;\n }\n setTransform(_matrix) {\n }\n destroy() {\n this.renderer = null;\n }\n}\nProjectionSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"projection\"\n};\nextensions.add(ProjectionSystem);\n\nexport { ProjectionSystem };\n//# sourceMappingURL=ProjectionSystem.mjs.map\n","import { Rectangle } from '@pixi/math';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nconst tempRect = new Rectangle();\nconst tempRect2 = new Rectangle();\nclass RenderTextureSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.defaultMaskStack = [];\n this.current = null;\n this.sourceFrame = new Rectangle();\n this.destinationFrame = new Rectangle();\n this.viewportFrame = new Rectangle();\n }\n bind(renderTexture = null, sourceFrame, destinationFrame) {\n const renderer = this.renderer;\n this.current = renderTexture;\n let baseTexture;\n let framebuffer;\n let resolution;\n if (renderTexture) {\n baseTexture = renderTexture.baseTexture;\n resolution = baseTexture.resolution;\n if (!sourceFrame) {\n tempRect.width = renderTexture.frame.width;\n tempRect.height = renderTexture.frame.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n tempRect2.x = renderTexture.frame.x;\n tempRect2.y = renderTexture.frame.y;\n tempRect2.width = sourceFrame.width;\n tempRect2.height = sourceFrame.height;\n destinationFrame = tempRect2;\n }\n framebuffer = baseTexture.framebuffer;\n } else {\n resolution = renderer.resolution;\n if (!sourceFrame) {\n tempRect.width = renderer._view.screen.width;\n tempRect.height = renderer._view.screen.height;\n sourceFrame = tempRect;\n }\n if (!destinationFrame) {\n destinationFrame = tempRect;\n destinationFrame.width = sourceFrame.width;\n destinationFrame.height = sourceFrame.height;\n }\n }\n const viewportFrame = this.viewportFrame;\n viewportFrame.x = destinationFrame.x * resolution;\n viewportFrame.y = destinationFrame.y * resolution;\n viewportFrame.width = destinationFrame.width * resolution;\n viewportFrame.height = destinationFrame.height * resolution;\n if (!renderTexture) {\n viewportFrame.y = renderer.view.height - (viewportFrame.y + viewportFrame.height);\n }\n viewportFrame.ceil();\n this.renderer.framebuffer.bind(framebuffer, viewportFrame);\n this.renderer.projection.update(destinationFrame, sourceFrame, resolution, !framebuffer);\n if (renderTexture) {\n this.renderer.mask.setMaskStack(baseTexture.maskStack);\n } else {\n this.renderer.mask.setMaskStack(this.defaultMaskStack);\n }\n this.sourceFrame.copyFrom(sourceFrame);\n this.destinationFrame.copyFrom(destinationFrame);\n }\n clear(clearColor, mask) {\n if (this.current) {\n clearColor = clearColor || this.current.baseTexture.clearColor;\n } else {\n clearColor = clearColor || this.renderer.background.colorRgba;\n }\n const destinationFrame = this.destinationFrame;\n const baseFrame = this.current ? this.current.baseTexture : this.renderer._view.screen;\n const clearMask = destinationFrame.width !== baseFrame.width || destinationFrame.height !== baseFrame.height;\n if (clearMask) {\n let { x, y, width, height } = this.viewportFrame;\n x = Math.round(x);\n y = Math.round(y);\n width = Math.round(width);\n height = Math.round(height);\n this.renderer.gl.enable(this.renderer.gl.SCISSOR_TEST);\n this.renderer.gl.scissor(x, y, width, height);\n }\n this.renderer.framebuffer.clear(clearColor[0], clearColor[1], clearColor[2], clearColor[3], mask);\n if (clearMask) {\n this.renderer.scissor.pop();\n }\n }\n resize() {\n this.bind(null);\n }\n reset() {\n this.bind(null);\n }\n destroy() {\n this.renderer = null;\n }\n}\nRenderTextureSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"renderTexture\"\n};\nextensions.add(RenderTextureSystem);\n\nexport { RenderTextureSystem };\n//# sourceMappingURL=RenderTextureSystem.mjs.map\n","import './index.mjs';\nimport { uniformParsers } from './uniformParsers.mjs';\nimport { mapSize } from './mapSize.mjs';\n\nfunction uboUpdate(_ud, _uv, _renderer, _syncData, buffer) {\n _renderer.buffer.update(buffer);\n}\nconst UBO_TO_SINGLE_SETTERS = {\n float: `\n data[offset] = v;\n `,\n vec2: `\n data[offset] = v[0];\n data[offset+1] = v[1];\n `,\n vec3: `\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n `,\n vec4: `\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n data[offset+3] = v[3];\n `,\n mat2: `\n data[offset] = v[0];\n data[offset+1] = v[1];\n\n data[offset+4] = v[2];\n data[offset+5] = v[3];\n `,\n mat3: `\n data[offset] = v[0];\n data[offset+1] = v[1];\n data[offset+2] = v[2];\n\n data[offset + 4] = v[3];\n data[offset + 5] = v[4];\n data[offset + 6] = v[5];\n\n data[offset + 8] = v[6];\n data[offset + 9] = v[7];\n data[offset + 10] = v[8];\n `,\n mat4: `\n for(var i = 0; i < 16; i++)\n {\n data[offset + i] = v[i];\n }\n `\n};\nconst GLSL_TO_STD40_SIZE = {\n float: 4,\n vec2: 8,\n vec3: 12,\n vec4: 16,\n int: 4,\n ivec2: 8,\n ivec3: 12,\n ivec4: 16,\n uint: 4,\n uvec2: 8,\n uvec3: 12,\n uvec4: 16,\n bool: 4,\n bvec2: 8,\n bvec3: 12,\n bvec4: 16,\n mat2: 16 * 2,\n mat3: 16 * 3,\n mat4: 16 * 4\n};\nfunction createUBOElements(uniformData) {\n const uboElements = uniformData.map((data) => ({\n data,\n offset: 0,\n dataLen: 0,\n dirty: 0\n }));\n let size = 0;\n let chunkSize = 0;\n let offset = 0;\n for (let i = 0; i < uboElements.length; i++) {\n const uboElement = uboElements[i];\n size = GLSL_TO_STD40_SIZE[uboElement.data.type];\n if (uboElement.data.size > 1) {\n size = Math.max(size, 16) * uboElement.data.size;\n }\n uboElement.dataLen = size;\n if (chunkSize % size !== 0 && chunkSize < 16) {\n const lineUpValue = chunkSize % size % 16;\n chunkSize += lineUpValue;\n offset += lineUpValue;\n }\n if (chunkSize + size > 16) {\n offset = Math.ceil(offset / 16) * 16;\n uboElement.offset = offset;\n offset += size;\n chunkSize = size;\n } else {\n uboElement.offset = offset;\n chunkSize += size;\n offset += size;\n }\n }\n offset = Math.ceil(offset / 16) * 16;\n return { uboElements, size: offset };\n}\nfunction getUBOData(uniforms, uniformData) {\n const usedUniformDatas = [];\n for (const i in uniforms) {\n if (uniformData[i]) {\n usedUniformDatas.push(uniformData[i]);\n }\n }\n usedUniformDatas.sort((a, b) => a.index - b.index);\n return usedUniformDatas;\n}\nfunction generateUniformBufferSync(group, uniformData) {\n if (!group.autoManage) {\n return { size: 0, syncFunc: uboUpdate };\n }\n const usedUniformDatas = getUBOData(group.uniforms, uniformData);\n const { uboElements, size } = createUBOElements(usedUniformDatas);\n const funcFragments = [`\n var v = null;\n var v2 = null;\n var cv = null;\n var t = 0;\n var gl = renderer.gl\n var index = 0;\n var data = buffer.data;\n `];\n for (let i = 0; i < uboElements.length; i++) {\n const uboElement = uboElements[i];\n const uniform = group.uniforms[uboElement.data.name];\n const name = uboElement.data.name;\n let parsed = false;\n for (let j = 0; j < uniformParsers.length; j++) {\n const uniformParser = uniformParsers[j];\n if (uniformParser.codeUbo && uniformParser.test(uboElement.data, uniform)) {\n funcFragments.push(`offset = ${uboElement.offset / 4};`, uniformParsers[j].codeUbo(uboElement.data.name, uniform));\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n if (uboElement.data.size > 1) {\n const size2 = mapSize(uboElement.data.type);\n const rowSize = Math.max(GLSL_TO_STD40_SIZE[uboElement.data.type] / 16, 1);\n const elementSize = size2 / rowSize;\n const remainder = (4 - elementSize % 4) % 4;\n funcFragments.push(`\n cv = ud.${name}.value;\n v = uv.${name};\n offset = ${uboElement.offset / 4};\n\n t = 0;\n\n for(var i=0; i < ${uboElement.data.size * rowSize}; i++)\n {\n for(var j = 0; j < ${elementSize}; j++)\n {\n data[offset++] = v[t++];\n }\n offset += ${remainder};\n }\n\n `);\n } else {\n const template = UBO_TO_SINGLE_SETTERS[uboElement.data.type];\n funcFragments.push(`\n cv = ud.${name}.value;\n v = uv.${name};\n offset = ${uboElement.offset / 4};\n ${template};\n `);\n }\n }\n }\n funcFragments.push(`\n renderer.buffer.update(buffer);\n `);\n return {\n size,\n syncFunc: new Function(\"ud\", \"uv\", \"renderer\", \"syncData\", \"buffer\", funcFragments.join(\"\\n\"))\n };\n}\n\nexport { createUBOElements, generateUniformBufferSync, getUBOData };\n//# sourceMappingURL=generateUniformBufferSync.mjs.map\n","class IGLUniformData {\n}\nclass GLProgram {\n constructor(program, uniformData) {\n this.program = program;\n this.uniformData = uniformData;\n this.uniformGroups = {};\n this.uniformDirtyGroups = {};\n this.uniformBufferBindings = {};\n }\n destroy() {\n this.uniformData = null;\n this.uniformGroups = null;\n this.uniformDirtyGroups = null;\n this.uniformBufferBindings = null;\n this.program = null;\n }\n}\n\nexport { GLProgram, IGLUniformData };\n//# sourceMappingURL=GLProgram.mjs.map\n","import { mapSize } from './mapSize.mjs';\nimport { mapType } from './mapType.mjs';\n\nfunction getAttributeData(program, gl) {\n const attributes = {};\n const totalAttributes = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);\n for (let i = 0; i < totalAttributes; i++) {\n const attribData = gl.getActiveAttrib(program, i);\n if (attribData.name.startsWith(\"gl_\")) {\n continue;\n }\n const type = mapType(gl, attribData.type);\n const data = {\n type,\n name: attribData.name,\n size: mapSize(type),\n location: gl.getAttribLocation(program, attribData.name)\n };\n attributes[attribData.name] = data;\n }\n return attributes;\n}\n\nexport { getAttributeData };\n//# sourceMappingURL=getAttributeData.mjs.map\n","import { defaultValue } from './defaultValue.mjs';\nimport { mapType } from './mapType.mjs';\n\nfunction getUniformData(program, gl) {\n const uniforms = {};\n const totalUniforms = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);\n for (let i = 0; i < totalUniforms; i++) {\n const uniformData = gl.getActiveUniform(program, i);\n const name = uniformData.name.replace(/\\[.*?\\]$/, \"\");\n const isArray = !!uniformData.name.match(/\\[.*?\\]$/);\n const type = mapType(gl, uniformData.type);\n uniforms[name] = {\n name,\n index: i,\n type,\n size: uniformData.size,\n isArray,\n value: defaultValue(type, uniformData.size)\n };\n }\n return uniforms;\n}\n\nexport { getUniformData };\n//# sourceMappingURL=getUniformData.mjs.map\n","import { GLProgram } from '../GLProgram.mjs';\nimport { compileShader } from './compileShader.mjs';\nimport { defaultValue } from './defaultValue.mjs';\nimport { getAttributeData } from './getAttributeData.mjs';\nimport { getUniformData } from './getUniformData.mjs';\nimport { logProgramError } from './logProgramError.mjs';\n\nfunction generateProgram(gl, program) {\n const glVertShader = compileShader(gl, gl.VERTEX_SHADER, program.vertexSrc);\n const glFragShader = compileShader(gl, gl.FRAGMENT_SHADER, program.fragmentSrc);\n const webGLProgram = gl.createProgram();\n gl.attachShader(webGLProgram, glVertShader);\n gl.attachShader(webGLProgram, glFragShader);\n const transformFeedbackVaryings = program.extra?.transformFeedbackVaryings;\n if (transformFeedbackVaryings) {\n if (typeof gl.transformFeedbackVaryings !== \"function\") {\n } else {\n gl.transformFeedbackVaryings(webGLProgram, transformFeedbackVaryings.names, transformFeedbackVaryings.bufferMode === \"separate\" ? gl.SEPARATE_ATTRIBS : gl.INTERLEAVED_ATTRIBS);\n }\n }\n gl.linkProgram(webGLProgram);\n if (!gl.getProgramParameter(webGLProgram, gl.LINK_STATUS)) {\n logProgramError(gl, webGLProgram, glVertShader, glFragShader);\n }\n program.attributeData = getAttributeData(webGLProgram, gl);\n program.uniformData = getUniformData(webGLProgram, gl);\n if (!/^[ \\t]*#[ \\t]*version[ \\t]+300[ \\t]+es[ \\t]*$/m.test(program.vertexSrc)) {\n const keys = Object.keys(program.attributeData);\n keys.sort((a, b) => a > b ? 1 : -1);\n for (let i = 0; i < keys.length; i++) {\n program.attributeData[keys[i]].location = i;\n gl.bindAttribLocation(webGLProgram, i, keys[i]);\n }\n gl.linkProgram(webGLProgram);\n }\n gl.deleteShader(glVertShader);\n gl.deleteShader(glFragShader);\n const uniformData = {};\n for (const i in program.uniformData) {\n const data = program.uniformData[i];\n uniformData[i] = {\n location: gl.getUniformLocation(webGLProgram, i),\n value: defaultValue(data.type, data.size)\n };\n }\n const glProgram = new GLProgram(webGLProgram, uniformData);\n return glProgram;\n}\n\nexport { generateProgram };\n//# sourceMappingURL=generateProgram.mjs.map\n","import './utils/index.mjs';\nimport { generateUniformBufferSync } from './utils/generateUniformBufferSync.mjs';\nimport { generateProgram } from './utils/generateProgram.mjs';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { unsafeEvalSupported } from './utils/unsafeEvalSupported.mjs';\nimport { generateUniformsSync } from './utils/generateUniformsSync.mjs';\n\nlet UID = 0;\nconst defaultSyncData = { textureCount: 0, uboCount: 0 };\nclass ShaderSystem {\n constructor(renderer) {\n this.destroyed = false;\n this.renderer = renderer;\n this.systemCheck();\n this.gl = null;\n this.shader = null;\n this.program = null;\n this.cache = {};\n this._uboCache = {};\n this.id = UID++;\n }\n systemCheck() {\n if (!unsafeEvalSupported()) {\n throw new Error(\"Current environment does not allow unsafe-eval, please use @pixi/unsafe-eval module to enable support.\");\n }\n }\n contextChange(gl) {\n this.gl = gl;\n this.reset();\n }\n bind(shader, dontSync) {\n shader.disposeRunner.add(this);\n shader.uniforms.globals = this.renderer.globalUniforms;\n const program = shader.program;\n const glProgram = program.glPrograms[this.renderer.CONTEXT_UID] || this.generateProgram(shader);\n this.shader = shader;\n if (this.program !== program) {\n this.program = program;\n this.gl.useProgram(glProgram.program);\n }\n if (!dontSync) {\n defaultSyncData.textureCount = 0;\n defaultSyncData.uboCount = 0;\n this.syncUniformGroup(shader.uniformGroup, defaultSyncData);\n }\n return glProgram;\n }\n setUniforms(uniforms) {\n const shader = this.shader.program;\n const glProgram = shader.glPrograms[this.renderer.CONTEXT_UID];\n shader.syncUniforms(glProgram.uniformData, uniforms, this.renderer);\n }\n syncUniformGroup(group, syncData) {\n const glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== glProgram.uniformDirtyGroups[group.id]) {\n glProgram.uniformDirtyGroups[group.id] = group.dirtyId;\n this.syncUniforms(group, glProgram, syncData);\n }\n }\n syncUniforms(group, glProgram, syncData) {\n const syncFunc = group.syncUniforms[this.shader.program.id] || this.createSyncGroups(group);\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, syncData);\n }\n createSyncGroups(group) {\n const id = this.getSignature(group, this.shader.program.uniformData, \"u\");\n if (!this.cache[id]) {\n this.cache[id] = generateUniformsSync(group, this.shader.program.uniformData);\n }\n group.syncUniforms[this.shader.program.id] = this.cache[id];\n return group.syncUniforms[this.shader.program.id];\n }\n syncUniformBufferGroup(group, name) {\n const glProgram = this.getGlProgram();\n if (!group.static || group.dirtyId !== 0 || !glProgram.uniformGroups[group.id]) {\n group.dirtyId = 0;\n const syncFunc = glProgram.uniformGroups[group.id] || this.createSyncBufferGroup(group, glProgram, name);\n group.buffer.update();\n syncFunc(glProgram.uniformData, group.uniforms, this.renderer, defaultSyncData, group.buffer);\n }\n this.renderer.buffer.bindBufferBase(group.buffer, glProgram.uniformBufferBindings[name]);\n }\n createSyncBufferGroup(group, glProgram, name) {\n const { gl } = this.renderer;\n this.renderer.buffer.bind(group.buffer);\n const uniformBlockIndex = this.gl.getUniformBlockIndex(glProgram.program, name);\n glProgram.uniformBufferBindings[name] = this.shader.uniformBindCount;\n gl.uniformBlockBinding(glProgram.program, uniformBlockIndex, this.shader.uniformBindCount);\n this.shader.uniformBindCount++;\n const id = this.getSignature(group, this.shader.program.uniformData, \"ubo\");\n let uboData = this._uboCache[id];\n if (!uboData) {\n uboData = this._uboCache[id] = generateUniformBufferSync(group, this.shader.program.uniformData);\n }\n if (group.autoManage) {\n const data = new Float32Array(uboData.size / 4);\n group.buffer.update(data);\n }\n glProgram.uniformGroups[group.id] = uboData.syncFunc;\n return glProgram.uniformGroups[group.id];\n }\n getSignature(group, uniformData, preFix) {\n const uniforms = group.uniforms;\n const strings = [`${preFix}-`];\n for (const i in uniforms) {\n strings.push(i);\n if (uniformData[i]) {\n strings.push(uniformData[i].type);\n }\n }\n return strings.join(\"-\");\n }\n getGlProgram() {\n if (this.shader) {\n return this.shader.program.glPrograms[this.renderer.CONTEXT_UID];\n }\n return null;\n }\n generateProgram(shader) {\n const gl = this.gl;\n const program = shader.program;\n const glProgram = generateProgram(gl, program);\n program.glPrograms[this.renderer.CONTEXT_UID] = glProgram;\n return glProgram;\n }\n reset() {\n this.program = null;\n this.shader = null;\n }\n disposeShader(shader) {\n if (this.shader === shader) {\n this.shader = null;\n }\n }\n destroy() {\n this.renderer = null;\n this.destroyed = true;\n }\n}\nShaderSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"shader\"\n};\nextensions.add(ShaderSystem);\n\nexport { ShaderSystem };\n//# sourceMappingURL=ShaderSystem.mjs.map\n","import { BLEND_MODES } from '@pixi/constants';\n\nfunction mapWebGLBlendModesToPixi(gl, array = []) {\n array[BLEND_MODES.NORMAL] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD] = [gl.ONE, gl.ONE];\n array[BLEND_MODES.MULTIPLY] = [gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SCREEN] = [gl.ONE, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.OVERLAY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DARKEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LIGHTEN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_DODGE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR_BURN] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HARD_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SOFT_LIGHT] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DIFFERENCE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.EXCLUSION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.HUE] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SATURATION] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.COLOR] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.LUMINOSITY] = [gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.NONE] = [0, 0];\n array[BLEND_MODES.NORMAL_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.ADD_NPM] = [gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE];\n array[BLEND_MODES.SCREEN_NPM] = [gl.SRC_ALPHA, gl.ONE_MINUS_SRC_COLOR, gl.ONE, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SRC_IN] = [gl.DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_OUT] = [gl.ONE_MINUS_DST_ALPHA, gl.ZERO];\n array[BLEND_MODES.SRC_ATOP] = [gl.DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_OVER] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE];\n array[BLEND_MODES.DST_IN] = [gl.ZERO, gl.SRC_ALPHA];\n array[BLEND_MODES.DST_OUT] = [gl.ZERO, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.DST_ATOP] = [gl.ONE_MINUS_DST_ALPHA, gl.SRC_ALPHA];\n array[BLEND_MODES.XOR] = [gl.ONE_MINUS_DST_ALPHA, gl.ONE_MINUS_SRC_ALPHA];\n array[BLEND_MODES.SUBTRACT] = [gl.ONE, gl.ONE, gl.ONE, gl.ONE, gl.FUNC_REVERSE_SUBTRACT, gl.FUNC_ADD];\n return array;\n}\n\nexport { mapWebGLBlendModesToPixi };\n//# sourceMappingURL=mapWebGLBlendModesToPixi.mjs.map\n","import { mapWebGLBlendModesToPixi } from './utils/mapWebGLBlendModesToPixi.mjs';\nimport { State } from './State.mjs';\nimport { BLEND_MODES } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nconst BLEND = 0;\nconst OFFSET = 1;\nconst CULLING = 2;\nconst DEPTH_TEST = 3;\nconst WINDING = 4;\nconst DEPTH_MASK = 5;\nconst _StateSystem = class {\n constructor() {\n this.gl = null;\n this.stateId = 0;\n this.polygonOffset = 0;\n this.blendMode = BLEND_MODES.NONE;\n this._blendEq = false;\n this.map = [];\n this.map[BLEND] = this.setBlend;\n this.map[OFFSET] = this.setOffset;\n this.map[CULLING] = this.setCullFace;\n this.map[DEPTH_TEST] = this.setDepthTest;\n this.map[WINDING] = this.setFrontFace;\n this.map[DEPTH_MASK] = this.setDepthMask;\n this.checks = [];\n this.defaultState = new State();\n this.defaultState.blend = true;\n }\n contextChange(gl) {\n this.gl = gl;\n this.blendModes = mapWebGLBlendModesToPixi(gl);\n this.set(this.defaultState);\n this.reset();\n }\n set(state) {\n state = state || this.defaultState;\n if (this.stateId !== state.data) {\n let diff = this.stateId ^ state.data;\n let i = 0;\n while (diff) {\n if (diff & 1) {\n this.map[i].call(this, !!(state.data & 1 << i));\n }\n diff = diff >> 1;\n i++;\n }\n this.stateId = state.data;\n }\n for (let i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n }\n forceState(state) {\n state = state || this.defaultState;\n for (let i = 0; i < this.map.length; i++) {\n this.map[i].call(this, !!(state.data & 1 << i));\n }\n for (let i = 0; i < this.checks.length; i++) {\n this.checks[i](this, state);\n }\n this.stateId = state.data;\n }\n setBlend(value) {\n this.updateCheck(_StateSystem.checkBlendMode, value);\n this.gl[value ? \"enable\" : \"disable\"](this.gl.BLEND);\n }\n setOffset(value) {\n this.updateCheck(_StateSystem.checkPolygonOffset, value);\n this.gl[value ? \"enable\" : \"disable\"](this.gl.POLYGON_OFFSET_FILL);\n }\n setDepthTest(value) {\n this.gl[value ? \"enable\" : \"disable\"](this.gl.DEPTH_TEST);\n }\n setDepthMask(value) {\n this.gl.depthMask(value);\n }\n setCullFace(value) {\n this.gl[value ? \"enable\" : \"disable\"](this.gl.CULL_FACE);\n }\n setFrontFace(value) {\n this.gl.frontFace(this.gl[value ? \"CW\" : \"CCW\"]);\n }\n setBlendMode(value) {\n if (value === this.blendMode) {\n return;\n }\n this.blendMode = value;\n const mode = this.blendModes[value];\n const gl = this.gl;\n if (mode.length === 2) {\n gl.blendFunc(mode[0], mode[1]);\n } else {\n gl.blendFuncSeparate(mode[0], mode[1], mode[2], mode[3]);\n }\n if (mode.length === 6) {\n this._blendEq = true;\n gl.blendEquationSeparate(mode[4], mode[5]);\n } else if (this._blendEq) {\n this._blendEq = false;\n gl.blendEquationSeparate(gl.FUNC_ADD, gl.FUNC_ADD);\n }\n }\n setPolygonOffset(value, scale) {\n this.gl.polygonOffset(value, scale);\n }\n reset() {\n this.gl.pixelStorei(this.gl.UNPACK_FLIP_Y_WEBGL, false);\n this.forceState(this.defaultState);\n this._blendEq = true;\n this.blendMode = -1;\n this.setBlendMode(0);\n }\n updateCheck(func, value) {\n const index = this.checks.indexOf(func);\n if (value && index === -1) {\n this.checks.push(func);\n } else if (!value && index !== -1) {\n this.checks.splice(index, 1);\n }\n }\n static checkBlendMode(system, state) {\n system.setBlendMode(state.blendMode);\n }\n static checkPolygonOffset(system, state) {\n system.setPolygonOffset(1, state.polygonOffset);\n }\n destroy() {\n this.gl = null;\n }\n};\nlet StateSystem = _StateSystem;\nStateSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"state\"\n};\nextensions.add(StateSystem);\n\nexport { StateSystem };\n//# sourceMappingURL=StateSystem.mjs.map\n","import { GC_MODES } from '@pixi/constants';\nimport { settings } from '@pixi/settings';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nclass TextureGCSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.count = 0;\n this.checkCount = 0;\n this.maxIdle = settings.GC_MAX_IDLE;\n this.checkCountMax = settings.GC_MAX_CHECK_COUNT;\n this.mode = settings.GC_MODE;\n }\n postrender() {\n if (!this.renderer.objectRenderer.renderingToScreen) {\n return;\n }\n this.count++;\n if (this.mode === GC_MODES.MANUAL) {\n return;\n }\n this.checkCount++;\n if (this.checkCount > this.checkCountMax) {\n this.checkCount = 0;\n this.run();\n }\n }\n run() {\n const tm = this.renderer.texture;\n const managedTextures = tm.managedTextures;\n let wasRemoved = false;\n for (let i = 0; i < managedTextures.length; i++) {\n const texture = managedTextures[i];\n if (!texture.framebuffer && this.count - texture.touched > this.maxIdle) {\n tm.destroyTexture(texture, true);\n managedTextures[i] = null;\n wasRemoved = true;\n }\n }\n if (wasRemoved) {\n let j = 0;\n for (let i = 0; i < managedTextures.length; i++) {\n if (managedTextures[i] !== null) {\n managedTextures[j++] = managedTextures[i];\n }\n }\n managedTextures.length = j;\n }\n }\n unload(displayObject) {\n const tm = this.renderer.texture;\n const texture = displayObject._texture;\n if (texture && !texture.framebuffer) {\n tm.destroyTexture(texture);\n }\n for (let i = displayObject.children.length - 1; i >= 0; i--) {\n this.unload(displayObject.children[i]);\n }\n }\n destroy() {\n this.renderer = null;\n }\n}\nTextureGCSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"textureGC\"\n};\nextensions.add(TextureGCSystem);\n\nexport { TextureGCSystem };\n//# sourceMappingURL=TextureGCSystem.mjs.map\n","import { TYPES, FORMATS } from '@pixi/constants';\n\nfunction mapTypeAndFormatToInternalFormat(gl) {\n let table;\n if (\"WebGL2RenderingContext\" in globalThis && gl instanceof globalThis.WebGL2RenderingContext) {\n table = {\n [TYPES.UNSIGNED_BYTE]: {\n [FORMATS.RGBA]: gl.RGBA8,\n [FORMATS.RGB]: gl.RGB8,\n [FORMATS.RG]: gl.RG8,\n [FORMATS.RED]: gl.R8,\n [FORMATS.RGBA_INTEGER]: gl.RGBA8UI,\n [FORMATS.RGB_INTEGER]: gl.RGB8UI,\n [FORMATS.RG_INTEGER]: gl.RG8UI,\n [FORMATS.RED_INTEGER]: gl.R8UI,\n [FORMATS.ALPHA]: gl.ALPHA,\n [FORMATS.LUMINANCE]: gl.LUMINANCE,\n [FORMATS.LUMINANCE_ALPHA]: gl.LUMINANCE_ALPHA\n },\n [TYPES.BYTE]: {\n [FORMATS.RGBA]: gl.RGBA8_SNORM,\n [FORMATS.RGB]: gl.RGB8_SNORM,\n [FORMATS.RG]: gl.RG8_SNORM,\n [FORMATS.RED]: gl.R8_SNORM,\n [FORMATS.RGBA_INTEGER]: gl.RGBA8I,\n [FORMATS.RGB_INTEGER]: gl.RGB8I,\n [FORMATS.RG_INTEGER]: gl.RG8I,\n [FORMATS.RED_INTEGER]: gl.R8I\n },\n [TYPES.UNSIGNED_SHORT]: {\n [FORMATS.RGBA_INTEGER]: gl.RGBA16UI,\n [FORMATS.RGB_INTEGER]: gl.RGB16UI,\n [FORMATS.RG_INTEGER]: gl.RG16UI,\n [FORMATS.RED_INTEGER]: gl.R16UI,\n [FORMATS.DEPTH_COMPONENT]: gl.DEPTH_COMPONENT16\n },\n [TYPES.SHORT]: {\n [FORMATS.RGBA_INTEGER]: gl.RGBA16I,\n [FORMATS.RGB_INTEGER]: gl.RGB16I,\n [FORMATS.RG_INTEGER]: gl.RG16I,\n [FORMATS.RED_INTEGER]: gl.R16I\n },\n [TYPES.UNSIGNED_INT]: {\n [FORMATS.RGBA_INTEGER]: gl.RGBA32UI,\n [FORMATS.RGB_INTEGER]: gl.RGB32UI,\n [FORMATS.RG_INTEGER]: gl.RG32UI,\n [FORMATS.RED_INTEGER]: gl.R32UI,\n [FORMATS.DEPTH_COMPONENT]: gl.DEPTH_COMPONENT24\n },\n [TYPES.INT]: {\n [FORMATS.RGBA_INTEGER]: gl.RGBA32I,\n [FORMATS.RGB_INTEGER]: gl.RGB32I,\n [FORMATS.RG_INTEGER]: gl.RG32I,\n [FORMATS.RED_INTEGER]: gl.R32I\n },\n [TYPES.FLOAT]: {\n [FORMATS.RGBA]: gl.RGBA32F,\n [FORMATS.RGB]: gl.RGB32F,\n [FORMATS.RG]: gl.RG32F,\n [FORMATS.RED]: gl.R32F,\n [FORMATS.DEPTH_COMPONENT]: gl.DEPTH_COMPONENT32F\n },\n [TYPES.HALF_FLOAT]: {\n [FORMATS.RGBA]: gl.RGBA16F,\n [FORMATS.RGB]: gl.RGB16F,\n [FORMATS.RG]: gl.RG16F,\n [FORMATS.RED]: gl.R16F\n },\n [TYPES.UNSIGNED_SHORT_5_6_5]: {\n [FORMATS.RGB]: gl.RGB565\n },\n [TYPES.UNSIGNED_SHORT_4_4_4_4]: {\n [FORMATS.RGBA]: gl.RGBA4\n },\n [TYPES.UNSIGNED_SHORT_5_5_5_1]: {\n [FORMATS.RGBA]: gl.RGB5_A1\n },\n [TYPES.UNSIGNED_INT_2_10_10_10_REV]: {\n [FORMATS.RGBA]: gl.RGB10_A2,\n [FORMATS.RGBA_INTEGER]: gl.RGB10_A2UI\n },\n [TYPES.UNSIGNED_INT_10F_11F_11F_REV]: {\n [FORMATS.RGB]: gl.R11F_G11F_B10F\n },\n [TYPES.UNSIGNED_INT_5_9_9_9_REV]: {\n [FORMATS.RGB]: gl.RGB9_E5\n },\n [TYPES.UNSIGNED_INT_24_8]: {\n [FORMATS.DEPTH_STENCIL]: gl.DEPTH24_STENCIL8\n },\n [TYPES.FLOAT_32_UNSIGNED_INT_24_8_REV]: {\n [FORMATS.DEPTH_STENCIL]: gl.DEPTH32F_STENCIL8\n }\n };\n } else {\n table = {\n [TYPES.UNSIGNED_BYTE]: {\n [FORMATS.RGBA]: gl.RGBA,\n [FORMATS.RGB]: gl.RGB,\n [FORMATS.ALPHA]: gl.ALPHA,\n [FORMATS.LUMINANCE]: gl.LUMINANCE,\n [FORMATS.LUMINANCE_ALPHA]: gl.LUMINANCE_ALPHA\n },\n [TYPES.UNSIGNED_SHORT_5_6_5]: {\n [FORMATS.RGB]: gl.RGB\n },\n [TYPES.UNSIGNED_SHORT_4_4_4_4]: {\n [FORMATS.RGBA]: gl.RGBA\n },\n [TYPES.UNSIGNED_SHORT_5_5_5_1]: {\n [FORMATS.RGBA]: gl.RGBA\n }\n };\n }\n return table;\n}\n\nexport { mapTypeAndFormatToInternalFormat };\n//# sourceMappingURL=mapTypeAndFormatToInternalFormat.mjs.map\n","import { TYPES, FORMATS } from '@pixi/constants';\n\nclass GLTexture {\n constructor(texture) {\n this.texture = texture;\n this.width = -1;\n this.height = -1;\n this.dirtyId = -1;\n this.dirtyStyleId = -1;\n this.mipmap = false;\n this.wrapMode = 33071;\n this.type = TYPES.UNSIGNED_BYTE;\n this.internalFormat = FORMATS.RGBA;\n this.samplerType = 0;\n }\n}\n\nexport { GLTexture };\n//# sourceMappingURL=GLTexture.mjs.map\n","import { mapTypeAndFormatToInternalFormat } from './utils/mapTypeAndFormatToInternalFormat.mjs';\nimport { BaseTexture } from './BaseTexture.mjs';\nimport { GLTexture } from './GLTexture.mjs';\nimport { removeItems } from '@pixi/utils';\nimport { SAMPLER_TYPES, TYPES, MIPMAP_MODES, WRAP_MODES, SCALE_MODES } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nclass TextureSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.boundTextures = [];\n this.currentLocation = -1;\n this.managedTextures = [];\n this._unknownBoundTextures = false;\n this.unknownTexture = new BaseTexture();\n this.hasIntegerTextures = false;\n }\n contextChange() {\n const gl = this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n this.webGLVersion = this.renderer.context.webGLVersion;\n this.internalFormats = mapTypeAndFormatToInternalFormat(gl);\n const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);\n this.boundTextures.length = maxTextures;\n for (let i = 0; i < maxTextures; i++) {\n this.boundTextures[i] = null;\n }\n this.emptyTextures = {};\n const emptyTexture2D = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_2D, emptyTexture2D.texture);\n gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(4));\n this.emptyTextures[gl.TEXTURE_2D] = emptyTexture2D;\n this.emptyTextures[gl.TEXTURE_CUBE_MAP] = new GLTexture(gl.createTexture());\n gl.bindTexture(gl.TEXTURE_CUBE_MAP, this.emptyTextures[gl.TEXTURE_CUBE_MAP].texture);\n for (let i = 0; i < 6; i++) {\n gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n }\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n for (let i = 0; i < this.boundTextures.length; i++) {\n this.bind(null, i);\n }\n }\n bind(texture, location = 0) {\n const { gl } = this;\n texture = texture?.castToBaseTexture();\n if (texture?.valid && !texture.parentTextureArray) {\n texture.touched = this.renderer.textureGC.count;\n const glTexture = texture._glTextures[this.CONTEXT_UID] || this.initTexture(texture);\n if (this.boundTextures[location] !== texture) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(texture.target, glTexture.texture);\n }\n if (glTexture.dirtyId !== texture.dirtyId) {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n this.updateTexture(texture);\n } else if (glTexture.dirtyStyleId !== texture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n this.boundTextures[location] = texture;\n } else {\n if (this.currentLocation !== location) {\n this.currentLocation = location;\n gl.activeTexture(gl.TEXTURE0 + location);\n }\n gl.bindTexture(gl.TEXTURE_2D, this.emptyTextures[gl.TEXTURE_2D].texture);\n this.boundTextures[location] = null;\n }\n }\n reset() {\n this._unknownBoundTextures = true;\n this.hasIntegerTextures = false;\n this.currentLocation = -1;\n for (let i = 0; i < this.boundTextures.length; i++) {\n this.boundTextures[i] = this.unknownTexture;\n }\n }\n unbind(texture) {\n const { gl, boundTextures } = this;\n if (this._unknownBoundTextures) {\n this._unknownBoundTextures = false;\n for (let i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === this.unknownTexture) {\n this.bind(null, i);\n }\n }\n }\n for (let i = 0; i < boundTextures.length; i++) {\n if (boundTextures[i] === texture) {\n if (this.currentLocation !== i) {\n gl.activeTexture(gl.TEXTURE0 + i);\n this.currentLocation = i;\n }\n gl.bindTexture(texture.target, this.emptyTextures[texture.target].texture);\n boundTextures[i] = null;\n }\n }\n }\n ensureSamplerType(maxTextures) {\n const { boundTextures, hasIntegerTextures, CONTEXT_UID } = this;\n if (!hasIntegerTextures) {\n return;\n }\n for (let i = maxTextures - 1; i >= 0; --i) {\n const tex = boundTextures[i];\n if (tex) {\n const glTexture = tex._glTextures[CONTEXT_UID];\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.renderer.texture.unbind(tex);\n }\n }\n }\n }\n initTexture(texture) {\n const glTexture = new GLTexture(this.gl.createTexture());\n glTexture.dirtyId = -1;\n texture._glTextures[this.CONTEXT_UID] = glTexture;\n this.managedTextures.push(texture);\n texture.on(\"dispose\", this.destroyTexture, this);\n return glTexture;\n }\n initTextureType(texture, glTexture) {\n glTexture.internalFormat = this.internalFormats[texture.type]?.[texture.format] ?? texture.format;\n if (this.webGLVersion === 2 && texture.type === TYPES.HALF_FLOAT) {\n glTexture.type = this.gl.HALF_FLOAT;\n } else {\n glTexture.type = texture.type;\n }\n }\n updateTexture(texture) {\n const glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n const renderer = this.renderer;\n this.initTextureType(texture, glTexture);\n if (texture.resource?.upload(renderer, texture, glTexture)) {\n if (glTexture.samplerType !== SAMPLER_TYPES.FLOAT) {\n this.hasIntegerTextures = true;\n }\n } else {\n const width = texture.realWidth;\n const height = texture.realHeight;\n const gl = renderer.gl;\n if (glTexture.width !== width || glTexture.height !== height || glTexture.dirtyId < 0) {\n glTexture.width = width;\n glTexture.height = height;\n gl.texImage2D(texture.target, 0, glTexture.internalFormat, width, height, 0, texture.format, glTexture.type, null);\n }\n }\n if (texture.dirtyStyleId !== glTexture.dirtyStyleId) {\n this.updateTextureStyle(texture);\n }\n glTexture.dirtyId = texture.dirtyId;\n }\n destroyTexture(texture, skipRemove) {\n const { gl } = this;\n texture = texture.castToBaseTexture();\n if (texture._glTextures[this.CONTEXT_UID]) {\n this.unbind(texture);\n gl.deleteTexture(texture._glTextures[this.CONTEXT_UID].texture);\n texture.off(\"dispose\", this.destroyTexture, this);\n delete texture._glTextures[this.CONTEXT_UID];\n if (!skipRemove) {\n const i = this.managedTextures.indexOf(texture);\n if (i !== -1) {\n removeItems(this.managedTextures, i, 1);\n }\n }\n }\n }\n updateTextureStyle(texture) {\n const glTexture = texture._glTextures[this.CONTEXT_UID];\n if (!glTexture) {\n return;\n }\n if ((texture.mipmap === MIPMAP_MODES.POW2 || this.webGLVersion !== 2) && !texture.isPowerOfTwo) {\n glTexture.mipmap = false;\n } else {\n glTexture.mipmap = texture.mipmap >= 1;\n }\n if (this.webGLVersion !== 2 && !texture.isPowerOfTwo) {\n glTexture.wrapMode = WRAP_MODES.CLAMP;\n } else {\n glTexture.wrapMode = texture.wrapMode;\n }\n if (texture.resource?.style(this.renderer, texture, glTexture)) {\n } else {\n this.setStyle(texture, glTexture);\n }\n glTexture.dirtyStyleId = texture.dirtyStyleId;\n }\n setStyle(texture, glTexture) {\n const gl = this.gl;\n if (glTexture.mipmap && texture.mipmap !== MIPMAP_MODES.ON_MANUAL) {\n gl.generateMipmap(texture.target);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_S, glTexture.wrapMode);\n gl.texParameteri(texture.target, gl.TEXTURE_WRAP_T, glTexture.wrapMode);\n if (glTexture.mipmap) {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR_MIPMAP_LINEAR : gl.NEAREST_MIPMAP_NEAREST);\n const anisotropicExt = this.renderer.context.extensions.anisotropicFiltering;\n if (anisotropicExt && texture.anisotropicLevel > 0 && texture.scaleMode === SCALE_MODES.LINEAR) {\n const level = Math.min(texture.anisotropicLevel, gl.getParameter(anisotropicExt.MAX_TEXTURE_MAX_ANISOTROPY_EXT));\n gl.texParameterf(texture.target, anisotropicExt.TEXTURE_MAX_ANISOTROPY_EXT, level);\n }\n } else {\n gl.texParameteri(texture.target, gl.TEXTURE_MIN_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n gl.texParameteri(texture.target, gl.TEXTURE_MAG_FILTER, texture.scaleMode === SCALE_MODES.LINEAR ? gl.LINEAR : gl.NEAREST);\n }\n destroy() {\n this.renderer = null;\n }\n}\nTextureSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"texture\"\n};\nextensions.add(TextureSystem);\n\nexport { TextureSystem };\n//# sourceMappingURL=TextureSystem.mjs.map\n","import { Transform, Matrix } from '@pixi/math';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { RenderTexture } from './RenderTexture.mjs';\n\nconst tempTransform = new Transform();\nclass GenerateTextureSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this._tempMatrix = new Matrix();\n }\n generateTexture(displayObject, options) {\n const { region: manualRegion, ...textureOptions } = options || {};\n const region = manualRegion || displayObject.getLocalBounds(null, true);\n if (region.width === 0)\n region.width = 1;\n if (region.height === 0)\n region.height = 1;\n const renderTexture = RenderTexture.create({\n width: region.width,\n height: region.height,\n ...textureOptions\n });\n this._tempMatrix.tx = -region.x;\n this._tempMatrix.ty = -region.y;\n const transform = displayObject.transform;\n displayObject.transform = tempTransform;\n this.renderer.render(displayObject, {\n renderTexture,\n transform: this._tempMatrix,\n skipUpdateTransform: !!displayObject.parent,\n blit: true\n });\n displayObject.transform = transform;\n return renderTexture;\n }\n destroy() {\n }\n}\nGenerateTextureSystem.extension = {\n type: [\n ExtensionType.RendererSystem,\n ExtensionType.CanvasRendererSystem\n ],\n name: \"textureGenerator\"\n};\nextensions.add(GenerateTextureSystem);\n\nexport { GenerateTextureSystem };\n//# sourceMappingURL=GenerateTextureSystem.mjs.map\n","import { string2hex, hex2string, hex2rgb } from '@pixi/utils';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nclass BackgroundSystem {\n constructor() {\n this.clearBeforeRender = true;\n this._backgroundColor = 0;\n this._backgroundColorRgba = [0, 0, 0, 1];\n this._backgroundColorString = \"#000000\";\n this.color = this._backgroundColor;\n this.alpha = 1;\n }\n init(options) {\n this.clearBeforeRender = options.clearBeforeRender;\n if (options.color) {\n this.color = typeof options.color === \"string\" ? string2hex(options.color) : options.color;\n }\n this.alpha = options.alpha;\n }\n get color() {\n return this._backgroundColor;\n }\n set color(value) {\n this._backgroundColor = value;\n this._backgroundColorString = hex2string(value);\n hex2rgb(value, this._backgroundColorRgba);\n }\n get alpha() {\n return this._backgroundColorRgba[3];\n }\n set alpha(value) {\n this._backgroundColorRgba[3] = value;\n }\n get colorRgba() {\n return this._backgroundColorRgba;\n }\n get colorString() {\n return this._backgroundColorString;\n }\n destroy() {\n }\n}\nBackgroundSystem.extension = {\n type: [\n ExtensionType.RendererSystem,\n ExtensionType.CanvasRendererSystem\n ],\n name: \"background\"\n};\nextensions.add(BackgroundSystem);\n\nexport { BackgroundSystem };\n//# sourceMappingURL=BackgroundSystem.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\nimport { Rectangle } from '@pixi/math';\nimport { settings } from '@pixi/settings';\n\nclass ViewSystem {\n constructor(renderer) {\n this.renderer = renderer;\n }\n init(options) {\n this.screen = new Rectangle(0, 0, options.width, options.height);\n this.element = options.view || settings.ADAPTER.createCanvas();\n this.resolution = options.resolution || settings.RESOLUTION;\n this.autoDensity = !!options.autoDensity;\n }\n resizeView(desiredScreenWidth, desiredScreenHeight) {\n this.element.width = Math.round(desiredScreenWidth * this.resolution);\n this.element.height = Math.round(desiredScreenHeight * this.resolution);\n const screenWidth = this.element.width / this.resolution;\n const screenHeight = this.element.height / this.resolution;\n this.screen.width = screenWidth;\n this.screen.height = screenHeight;\n if (this.autoDensity) {\n this.element.style.width = `${screenWidth}px`;\n this.element.style.height = `${screenHeight}px`;\n }\n this.renderer.emit(\"resize\", screenWidth, screenHeight);\n this.renderer.runners.resize.emit(this.screen.width, this.screen.height);\n }\n destroy(removeView) {\n if (removeView) {\n this.element.parentNode?.removeChild(this.element);\n }\n this.renderer = null;\n this.element = null;\n this.screen = null;\n }\n}\nViewSystem.extension = {\n type: [\n ExtensionType.RendererSystem,\n ExtensionType.CanvasRendererSystem\n ],\n name: \"_view\"\n};\nextensions.add(ViewSystem);\n\nexport { ViewSystem };\n//# sourceMappingURL=ViewSystem.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\n\nclass PluginSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.plugins = {};\n }\n init(staticMap) {\n for (const o in staticMap) {\n this.plugins[o] = new staticMap[o](this.renderer);\n }\n }\n destroy() {\n for (const o in this.plugins) {\n this.plugins[o].destroy();\n this.plugins[o] = null;\n }\n }\n}\nPluginSystem.extension = {\n type: [\n ExtensionType.RendererSystem,\n ExtensionType.CanvasRendererSystem\n ],\n name: \"_plugin\"\n};\nextensions.add(PluginSystem);\n\nexport { PluginSystem };\n//# sourceMappingURL=PluginSystem.mjs.map\n","import { Runner } from '@pixi/runner';\nimport { EventEmitter } from '@pixi/utils';\n\nclass SystemManager extends EventEmitter {\n constructor() {\n super(...arguments);\n this.runners = {};\n this._systemsHash = {};\n }\n setup(config) {\n this.addRunners(...config.runners);\n const priority = (config.priority ?? []).filter((key) => config.systems[key]);\n const orderByPriority = [\n ...priority,\n ...Object.keys(config.systems).filter((key) => !priority.includes(key))\n ];\n for (const i of orderByPriority) {\n this.addSystem(config.systems[i], i);\n }\n }\n addRunners(...runnerIds) {\n runnerIds.forEach((runnerId) => {\n this.runners[runnerId] = new Runner(runnerId);\n });\n }\n addSystem(ClassRef, name) {\n const system = new ClassRef(this);\n if (this[name]) {\n throw new Error(`Whoops! The name \"${name}\" is already in use`);\n }\n this[name] = system;\n this._systemsHash[name] = system;\n for (const i in this.runners) {\n this.runners[i].add(system);\n }\n return this;\n }\n emitWithCustomOptions(runner, options) {\n const systemHashKeys = Object.keys(this._systemsHash);\n runner.items.forEach((system) => {\n const systemName = systemHashKeys.find((systemId) => this._systemsHash[systemId] === system);\n system[runner.name](options[systemName]);\n });\n }\n destroy() {\n Object.values(this.runners).forEach((runner) => {\n runner.destroy();\n });\n this._systemsHash = {};\n }\n}\n\nexport { SystemManager };\n//# sourceMappingURL=SystemManager.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\n\nclass StartupSystem {\n constructor(renderer) {\n this.renderer = renderer;\n }\n run(options) {\n const renderer = this.renderer;\n renderer.emitWithCustomOptions(renderer.runners.init, options);\n if (options.hello) {\n console.log(`PixiJS ${\"7.0.2\"} - ${renderer.rendererLogId} - https://pixijs.com`);\n }\n renderer.resize(this.renderer.screen.width, this.renderer.screen.height);\n }\n destroy() {\n }\n}\nStartupSystem.extension = {\n type: [\n ExtensionType.RendererSystem,\n ExtensionType.CanvasRendererSystem\n ],\n name: \"startup\"\n};\nextensions.add(StartupSystem);\n\nexport { StartupSystem };\n//# sourceMappingURL=StartupSystem.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\n\nclass TransformFeedbackSystem {\n constructor(renderer) {\n this.renderer = renderer;\n }\n contextChange() {\n this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n }\n bind(transformFeedback) {\n const { gl, CONTEXT_UID } = this;\n const glTransformFeedback = transformFeedback._glTransformFeedbacks[CONTEXT_UID] || this.createGLTransformFeedback(transformFeedback);\n gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, glTransformFeedback);\n }\n unbind() {\n const { gl } = this;\n gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null);\n }\n beginTransformFeedback(drawMode, shader) {\n const { gl, renderer } = this;\n if (shader) {\n renderer.shader.bind(shader);\n }\n gl.beginTransformFeedback(drawMode);\n }\n endTransformFeedback() {\n const { gl } = this;\n gl.endTransformFeedback();\n }\n createGLTransformFeedback(tf) {\n const { gl, renderer, CONTEXT_UID } = this;\n const glTransformFeedback = gl.createTransformFeedback();\n tf._glTransformFeedbacks[CONTEXT_UID] = glTransformFeedback;\n gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, glTransformFeedback);\n for (let i = 0; i < tf.buffers.length; i++) {\n const buffer = tf.buffers[i];\n if (!buffer)\n continue;\n renderer.buffer.update(buffer);\n buffer._glBuffers[CONTEXT_UID].refCount++;\n gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, i, buffer._glBuffers[CONTEXT_UID].buffer || null);\n }\n gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null);\n tf.disposeRunner.add(this);\n return glTransformFeedback;\n }\n disposeTransformFeedback(tf, contextLost) {\n const glTF = tf._glTransformFeedbacks[this.CONTEXT_UID];\n const gl = this.gl;\n tf.disposeRunner.remove(this);\n const bufferSystem = this.renderer.buffer;\n if (bufferSystem) {\n for (let i = 0; i < tf.buffers.length; i++) {\n const buffer = tf.buffers[i];\n if (!buffer)\n continue;\n const buf = buffer._glBuffers[this.CONTEXT_UID];\n if (buf) {\n buf.refCount--;\n if (buf.refCount === 0 && !contextLost) {\n bufferSystem.dispose(buffer, contextLost);\n }\n }\n }\n }\n if (!glTF) {\n return;\n }\n if (!contextLost) {\n gl.deleteTransformFeedback(glTF);\n }\n delete tf._glTransformFeedbacks[this.CONTEXT_UID];\n }\n destroy() {\n this.renderer = null;\n }\n}\nTransformFeedbackSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"transformFeedback\"\n};\nextensions.add(TransformFeedbackSystem);\n\nexport { TransformFeedbackSystem };\n//# sourceMappingURL=TransformFeedbackSystem.mjs.map\n","import { extensions, ExtensionType } from '@pixi/extensions';\n\nconst renderers = [];\nextensions.handleByList(ExtensionType.Renderer, renderers);\nfunction autoDetectRenderer(options) {\n for (const RendererType of renderers) {\n if (RendererType.test(options)) {\n return new RendererType(options);\n }\n }\n throw new Error(\"Unable to auto-detect a suitable renderer.\");\n}\n\nexport { autoDetectRenderer };\n//# sourceMappingURL=autoDetectRenderer.mjs.map\n","var $defaultVertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n vTextureCoord = aTextureCoord;\\n}\";\n\nexport { $defaultVertex as default };\n//# sourceMappingURL=default.mjs.map\n","var $defaultFilterVertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n gl_Position = filterVertexPosition();\\n vTextureCoord = filterTextureCoord();\\n}\\n\";\n\nexport { $defaultFilterVertex as default };\n//# sourceMappingURL=defaultFilter.mjs.map\n","import $defaultVertex from './default.mjs';\nimport $defaultFilterVertex from './defaultFilter.mjs';\n\nconst defaultVertex = $defaultVertex;\nconst defaultFilterVertex = $defaultFilterVertex;\n\nexport { defaultFilterVertex, defaultVertex };\n//# sourceMappingURL=index.mjs.map\n","import { isWebGLSupported } from '@pixi/utils';\nimport { UniformGroup } from './shader/UniformGroup.mjs';\nimport { Matrix } from '@pixi/math';\nimport { ExtensionType, extensions } from '@pixi/extensions';\nimport { settings } from '@pixi/settings';\nimport { SystemManager } from './system/SystemManager.mjs';\n\nconst _Renderer = class extends SystemManager {\n constructor(options) {\n super();\n options = Object.assign({}, settings.RENDER_OPTIONS, options);\n this.gl = null;\n this.CONTEXT_UID = 0;\n this.globalUniforms = new UniformGroup({\n projectionMatrix: new Matrix()\n }, true);\n const systemConfig = {\n runners: [\"init\", \"destroy\", \"contextChange\", \"reset\", \"update\", \"postrender\", \"prerender\", \"resize\"],\n systems: _Renderer.__systems,\n priority: [\n \"_view\",\n \"textureGenerator\",\n \"background\",\n \"_plugin\",\n \"startup\",\n \"context\",\n \"state\",\n \"texture\",\n \"buffer\",\n \"geometry\",\n \"framebuffer\",\n \"transformFeedback\",\n \"mask\",\n \"scissor\",\n \"stencil\",\n \"projection\",\n \"textureGC\",\n \"filter\",\n \"renderTexture\",\n \"batch\",\n \"objectRenderer\",\n \"_multisample\"\n ]\n };\n this.setup(systemConfig);\n const startupOptions = {\n hello: options.hello,\n _plugin: _Renderer.__plugins,\n background: {\n alpha: options.backgroundAlpha,\n color: options.background ?? options.backgroundColor,\n clearBeforeRender: options.clearBeforeRender\n },\n _view: {\n height: options.height,\n width: options.width,\n autoDensity: options.autoDensity,\n resolution: options.resolution,\n view: options.view\n },\n context: {\n antialias: options.antialias,\n context: options.context,\n powerPreference: options.powerPreference,\n premultipliedAlpha: options.premultipliedAlpha ?? (options.useContextAlpha && options.useContextAlpha !== \"notMultiplied\"),\n preserveDrawingBuffer: options.preserveDrawingBuffer\n }\n };\n this.startup.run(startupOptions);\n }\n static test(options) {\n if (options?.forceCanvas) {\n return false;\n }\n return isWebGLSupported();\n }\n render(displayObject, options) {\n this.objectRenderer.render(displayObject, options);\n }\n resize(desiredScreenWidth, desiredScreenHeight) {\n this._view.resizeView(desiredScreenWidth, desiredScreenHeight);\n }\n reset() {\n this.runners.reset.emit();\n return this;\n }\n clear() {\n this.renderTexture.bind();\n this.renderTexture.clear();\n }\n destroy(removeView = false) {\n this.runners.destroy.items.reverse();\n this.emitWithCustomOptions(this.runners.destroy, {\n _view: removeView\n });\n super.destroy();\n }\n get plugins() {\n return this._plugin.plugins;\n }\n get multisample() {\n return this._multisample.multisample;\n }\n get width() {\n return this._view.element.width;\n }\n get height() {\n return this._view.element.height;\n }\n get resolution() {\n return this._view.resolution;\n }\n get autoDensity() {\n return this._view.autoDensity;\n }\n get view() {\n return this._view.element;\n }\n get screen() {\n return this._view.screen;\n }\n get lastObjectRendered() {\n return this.objectRenderer.lastObjectRendered;\n }\n get renderingToScreen() {\n return this.objectRenderer.renderingToScreen;\n }\n get rendererLogId() {\n return `WebGL ${this.context.webGLVersion}`;\n }\n get clearBeforeRender() {\n return this.background.clearBeforeRender;\n }\n get useContextAlpha() {\n return this.context.useContextAlpha;\n }\n get preserveDrawingBuffer() {\n return this.context.preserveDrawingBuffer;\n }\n get backgroundColor() {\n return this.background.color;\n }\n set backgroundColor(value) {\n this.background.color = value;\n }\n get backgroundAlpha() {\n return this.background.color;\n }\n set backgroundAlpha(value) {\n this.background.alpha = value;\n }\n get powerPreference() {\n return this.context.powerPreference;\n }\n generateTexture(displayObject, options) {\n return this.textureGenerator.generateTexture(displayObject, options);\n }\n};\nlet Renderer = _Renderer;\nRenderer.extension = {\n type: ExtensionType.Renderer,\n priority: 1\n};\nRenderer.__plugins = {};\nRenderer.__systems = {};\nextensions.handleByMap(ExtensionType.RendererPlugin, Renderer.__plugins);\nextensions.handleByMap(ExtensionType.RendererSystem, Renderer.__systems);\nextensions.add(Renderer);\n\nexport { Renderer };\n//# sourceMappingURL=Renderer.mjs.map\n","import { DRAW_MODES } from '@pixi/constants';\n\nclass BatchDrawCall {\n constructor() {\n this.texArray = null;\n this.blend = 0;\n this.type = DRAW_MODES.TRIANGLES;\n this.start = 0;\n this.size = 0;\n this.data = null;\n }\n}\n\nexport { BatchDrawCall };\n//# sourceMappingURL=BatchDrawCall.mjs.map\n","class BatchTextureArray {\n constructor() {\n this.elements = [];\n this.ids = [];\n this.count = 0;\n }\n clear() {\n for (let i = 0; i < this.count; i++) {\n this.elements[i] = null;\n }\n this.count = 0;\n }\n}\n\nexport { BatchTextureArray };\n//# sourceMappingURL=BatchTextureArray.mjs.map\n","class ViewableBuffer {\n constructor(sizeOrBuffer) {\n if (typeof sizeOrBuffer === \"number\") {\n this.rawBinaryData = new ArrayBuffer(sizeOrBuffer);\n } else if (sizeOrBuffer instanceof Uint8Array) {\n this.rawBinaryData = sizeOrBuffer.buffer;\n } else {\n this.rawBinaryData = sizeOrBuffer;\n }\n this.uint32View = new Uint32Array(this.rawBinaryData);\n this.float32View = new Float32Array(this.rawBinaryData);\n }\n get int8View() {\n if (!this._int8View) {\n this._int8View = new Int8Array(this.rawBinaryData);\n }\n return this._int8View;\n }\n get uint8View() {\n if (!this._uint8View) {\n this._uint8View = new Uint8Array(this.rawBinaryData);\n }\n return this._uint8View;\n }\n get int16View() {\n if (!this._int16View) {\n this._int16View = new Int16Array(this.rawBinaryData);\n }\n return this._int16View;\n }\n get uint16View() {\n if (!this._uint16View) {\n this._uint16View = new Uint16Array(this.rawBinaryData);\n }\n return this._uint16View;\n }\n get int32View() {\n if (!this._int32View) {\n this._int32View = new Int32Array(this.rawBinaryData);\n }\n return this._int32View;\n }\n view(type) {\n return this[`${type}View`];\n }\n destroy() {\n this.rawBinaryData = null;\n this._int8View = null;\n this._uint8View = null;\n this._int16View = null;\n this._uint16View = null;\n this._int32View = null;\n this.uint32View = null;\n this.float32View = null;\n }\n static sizeOf(type) {\n switch (type) {\n case \"int8\":\n case \"uint8\":\n return 1;\n case \"int16\":\n case \"uint16\":\n return 2;\n case \"int32\":\n case \"uint32\":\n case \"float32\":\n return 4;\n default:\n throw new Error(`${type} isn't a valid view type`);\n }\n }\n}\n\nexport { ViewableBuffer };\n//# sourceMappingURL=ViewableBuffer.mjs.map\n","import { Shader } from '../shader/Shader.mjs';\nimport { Program } from '../shader/Program.mjs';\nimport { UniformGroup } from '../shader/UniformGroup.mjs';\nimport { Matrix } from '@pixi/math';\n\nclass BatchShaderGenerator {\n constructor(vertexSrc, fragTemplate) {\n this.vertexSrc = vertexSrc;\n this.fragTemplate = fragTemplate;\n this.programCache = {};\n this.defaultGroupCache = {};\n if (!fragTemplate.includes(\"%count%\")) {\n throw new Error('Fragment template must contain \"%count%\".');\n }\n if (!fragTemplate.includes(\"%forloop%\")) {\n throw new Error('Fragment template must contain \"%forloop%\".');\n }\n }\n generateShader(maxTextures) {\n if (!this.programCache[maxTextures]) {\n const sampleValues = new Int32Array(maxTextures);\n for (let i = 0; i < maxTextures; i++) {\n sampleValues[i] = i;\n }\n this.defaultGroupCache[maxTextures] = UniformGroup.from({ uSamplers: sampleValues }, true);\n let fragmentSrc = this.fragTemplate;\n fragmentSrc = fragmentSrc.replace(/%count%/gi, `${maxTextures}`);\n fragmentSrc = fragmentSrc.replace(/%forloop%/gi, this.generateSampleSrc(maxTextures));\n this.programCache[maxTextures] = new Program(this.vertexSrc, fragmentSrc);\n }\n const uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: this.defaultGroupCache[maxTextures]\n };\n return new Shader(this.programCache[maxTextures], uniforms);\n }\n generateSampleSrc(maxTextures) {\n let src = \"\";\n src += \"\\n\";\n src += \"\\n\";\n for (let i = 0; i < maxTextures; i++) {\n if (i > 0) {\n src += \"\\nelse \";\n }\n if (i < maxTextures - 1) {\n src += `if(vTextureId < ${i}.5)`;\n }\n src += \"\\n{\";\n src += `\n\tcolor = texture2D(uSamplers[${i}], vTextureCoord);`;\n src += \"\\n}\";\n }\n src += \"\\n\";\n src += \"\\n\";\n return src;\n }\n}\n\nexport { BatchShaderGenerator };\n//# sourceMappingURL=BatchShaderGenerator.mjs.map\n","import { TYPES } from '@pixi/constants';\nimport { Geometry } from '../geometry/Geometry.mjs';\nimport { Buffer } from '../geometry/Buffer.mjs';\n\nclass BatchGeometry extends Geometry {\n constructor(_static = false) {\n super();\n this._buffer = new Buffer(null, _static, false);\n this._indexBuffer = new Buffer(null, _static, true);\n this.addAttribute(\"aVertexPosition\", this._buffer, 2, false, TYPES.FLOAT).addAttribute(\"aTextureCoord\", this._buffer, 2, false, TYPES.FLOAT).addAttribute(\"aColor\", this._buffer, 4, true, TYPES.UNSIGNED_BYTE).addAttribute(\"aTextureId\", this._buffer, 1, true, TYPES.FLOAT).addIndex(this._indexBuffer);\n }\n}\n\nexport { BatchGeometry };\n//# sourceMappingURL=BatchGeometry.mjs.map\n","var defaultVertex = \"precision highp float;\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\nattribute float aTextureId;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform vec4 tint;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\n\\nvoid main(void){\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vTextureId = aTextureId;\\n vColor = aColor * tint;\\n}\\n\";\n\nexport { defaultVertex as default };\n//# sourceMappingURL=texture.mjs.map\n","var defaultFragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\nvarying float vTextureId;\\nuniform sampler2D uSamplers[%count%];\\n\\nvoid main(void){\\n vec4 color;\\n %forloop%\\n gl_FragColor = color * vColor;\\n}\\n\";\n\nexport { defaultFragment as default };\n//# sourceMappingURL=texture2.mjs.map\n","import { BatchDrawCall } from './BatchDrawCall.mjs';\nimport { BatchTextureArray } from './BatchTextureArray.mjs';\nimport { BaseTexture } from '../textures/BaseTexture.mjs';\nimport { ObjectRenderer } from './ObjectRenderer.mjs';\nimport { State } from '../state/State.mjs';\nimport { ViewableBuffer } from '../geometry/ViewableBuffer.mjs';\nimport { BatchShaderGenerator } from './BatchShaderGenerator.mjs';\nimport { checkMaxIfStatementsInShader } from '../shader/utils/checkMaxIfStatementsInShader.mjs';\nimport { settings } from '@pixi/settings';\nimport { premultiplyBlendMode, nextPow2, log2, premultiplyTint } from '@pixi/utils';\nimport { ENV } from '@pixi/constants';\nimport { BatchGeometry } from './BatchGeometry.mjs';\nimport defaultVertex from './texture.mjs';\nimport defaultFragment from './texture2.mjs';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nconst _BatchRenderer = class extends ObjectRenderer {\n constructor(renderer) {\n super(renderer);\n this.setShaderGenerator();\n this.geometryClass = BatchGeometry;\n this.vertexSize = 6;\n this.state = State.for2d();\n this.size = settings.SPRITE_BATCH_SIZE * 4;\n this._vertexCount = 0;\n this._indexCount = 0;\n this._bufferedElements = [];\n this._bufferedTextures = [];\n this._bufferSize = 0;\n this._shader = null;\n this._packedGeometries = [];\n this._packedGeometryPoolSize = 2;\n this._flushId = 0;\n this._aBuffers = {};\n this._iBuffers = {};\n this.MAX_TEXTURES = 1;\n this.renderer.on(\"prerender\", this.onPrerender, this);\n renderer.runners.contextChange.add(this);\n this._dcIndex = 0;\n this._aIndex = 0;\n this._iIndex = 0;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n this._tempBoundTextures = [];\n }\n static get defaultVertexSrc() {\n return defaultVertex;\n }\n static get defaultFragmentTemplate() {\n return defaultFragment;\n }\n setShaderGenerator({\n vertex = _BatchRenderer.defaultVertexSrc,\n fragment = _BatchRenderer.defaultFragmentTemplate\n } = {}) {\n this.shaderGenerator = new BatchShaderGenerator(vertex, fragment);\n }\n contextChange() {\n const gl = this.renderer.gl;\n if (settings.PREFER_ENV === ENV.WEBGL_LEGACY) {\n this.MAX_TEXTURES = 1;\n } else {\n this.MAX_TEXTURES = Math.min(gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS), settings.SPRITE_MAX_TEXTURES);\n this.MAX_TEXTURES = checkMaxIfStatementsInShader(this.MAX_TEXTURES, gl);\n }\n this._shader = this.shaderGenerator.generateShader(this.MAX_TEXTURES);\n for (let i = 0; i < this._packedGeometryPoolSize; i++) {\n this._packedGeometries[i] = new this.geometryClass();\n }\n this.initFlushBuffers();\n }\n initFlushBuffers() {\n const {\n _drawCallPool,\n _textureArrayPool\n } = _BatchRenderer;\n const MAX_SPRITES = this.size / 4;\n const MAX_TA = Math.floor(MAX_SPRITES / this.MAX_TEXTURES) + 1;\n while (_drawCallPool.length < MAX_SPRITES) {\n _drawCallPool.push(new BatchDrawCall());\n }\n while (_textureArrayPool.length < MAX_TA) {\n _textureArrayPool.push(new BatchTextureArray());\n }\n for (let i = 0; i < this.MAX_TEXTURES; i++) {\n this._tempBoundTextures[i] = null;\n }\n }\n onPrerender() {\n this._flushId = 0;\n }\n render(element) {\n if (!element._texture.valid) {\n return;\n }\n if (this._vertexCount + element.vertexData.length / 2 > this.size) {\n this.flush();\n }\n this._vertexCount += element.vertexData.length / 2;\n this._indexCount += element.indices.length;\n this._bufferedTextures[this._bufferSize] = element._texture.baseTexture;\n this._bufferedElements[this._bufferSize++] = element;\n }\n buildTexturesAndDrawCalls() {\n const {\n _bufferedTextures: textures,\n MAX_TEXTURES\n } = this;\n const textureArrays = _BatchRenderer._textureArrayPool;\n const batch = this.renderer.batch;\n const boundTextures = this._tempBoundTextures;\n const touch = this.renderer.textureGC.count;\n let TICK = ++BaseTexture._globalBatch;\n let countTexArrays = 0;\n let texArray = textureArrays[0];\n let start = 0;\n batch.copyBoundTextures(boundTextures, MAX_TEXTURES);\n for (let i = 0; i < this._bufferSize; ++i) {\n const tex = textures[i];\n textures[i] = null;\n if (tex._batchEnabled === TICK) {\n continue;\n }\n if (texArray.count >= MAX_TEXTURES) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, i);\n start = i;\n texArray = textureArrays[++countTexArrays];\n ++TICK;\n }\n tex._batchEnabled = TICK;\n tex.touched = touch;\n texArray.elements[texArray.count++] = tex;\n }\n if (texArray.count > 0) {\n batch.boundArray(texArray, boundTextures, TICK, MAX_TEXTURES);\n this.buildDrawCalls(texArray, start, this._bufferSize);\n ++countTexArrays;\n ++TICK;\n }\n for (let i = 0; i < boundTextures.length; i++) {\n boundTextures[i] = null;\n }\n BaseTexture._globalBatch = TICK;\n }\n buildDrawCalls(texArray, start, finish) {\n const {\n _bufferedElements: elements,\n _attributeBuffer,\n _indexBuffer,\n vertexSize\n } = this;\n const drawCalls = _BatchRenderer._drawCallPool;\n let dcIndex = this._dcIndex;\n let aIndex = this._aIndex;\n let iIndex = this._iIndex;\n let drawCall = drawCalls[dcIndex];\n drawCall.start = this._iIndex;\n drawCall.texArray = texArray;\n for (let i = start; i < finish; ++i) {\n const sprite = elements[i];\n const tex = sprite._texture.baseTexture;\n const spriteBlendMode = premultiplyBlendMode[tex.alphaMode ? 1 : 0][sprite.blendMode];\n elements[i] = null;\n if (start < i && drawCall.blend !== spriteBlendMode) {\n drawCall.size = iIndex - drawCall.start;\n start = i;\n drawCall = drawCalls[++dcIndex];\n drawCall.texArray = texArray;\n drawCall.start = iIndex;\n }\n this.packInterleavedGeometry(sprite, _attributeBuffer, _indexBuffer, aIndex, iIndex);\n aIndex += sprite.vertexData.length / 2 * vertexSize;\n iIndex += sprite.indices.length;\n drawCall.blend = spriteBlendMode;\n }\n if (start < finish) {\n drawCall.size = iIndex - drawCall.start;\n ++dcIndex;\n }\n this._dcIndex = dcIndex;\n this._aIndex = aIndex;\n this._iIndex = iIndex;\n }\n bindAndClearTexArray(texArray) {\n const textureSystem = this.renderer.texture;\n for (let j = 0; j < texArray.count; j++) {\n textureSystem.bind(texArray.elements[j], texArray.ids[j]);\n texArray.elements[j] = null;\n }\n texArray.count = 0;\n }\n updateGeometry() {\n const {\n _packedGeometries: packedGeometries,\n _attributeBuffer: attributeBuffer,\n _indexBuffer: indexBuffer\n } = this;\n if (!settings.CAN_UPLOAD_SAME_BUFFER) {\n if (this._packedGeometryPoolSize <= this._flushId) {\n this._packedGeometryPoolSize++;\n packedGeometries[this._flushId] = new this.geometryClass();\n }\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.bind(packedGeometries[this._flushId]);\n this.renderer.geometry.updateBuffers();\n this._flushId++;\n } else {\n packedGeometries[this._flushId]._buffer.update(attributeBuffer.rawBinaryData);\n packedGeometries[this._flushId]._indexBuffer.update(indexBuffer);\n this.renderer.geometry.updateBuffers();\n }\n }\n drawBatches() {\n const dcCount = this._dcIndex;\n const { gl, state: stateSystem } = this.renderer;\n const drawCalls = _BatchRenderer._drawCallPool;\n let curTexArray = null;\n for (let i = 0; i < dcCount; i++) {\n const { texArray, type, size, start, blend } = drawCalls[i];\n if (curTexArray !== texArray) {\n curTexArray = texArray;\n this.bindAndClearTexArray(texArray);\n }\n this.state.blendMode = blend;\n stateSystem.set(this.state);\n gl.drawElements(type, size, gl.UNSIGNED_SHORT, start * 2);\n }\n }\n flush() {\n if (this._vertexCount === 0) {\n return;\n }\n this._attributeBuffer = this.getAttributeBuffer(this._vertexCount);\n this._indexBuffer = this.getIndexBuffer(this._indexCount);\n this._aIndex = 0;\n this._iIndex = 0;\n this._dcIndex = 0;\n this.buildTexturesAndDrawCalls();\n this.updateGeometry();\n this.drawBatches();\n this._bufferSize = 0;\n this._vertexCount = 0;\n this._indexCount = 0;\n }\n start() {\n this.renderer.state.set(this.state);\n this.renderer.texture.ensureSamplerType(this.MAX_TEXTURES);\n this.renderer.shader.bind(this._shader);\n if (settings.CAN_UPLOAD_SAME_BUFFER) {\n this.renderer.geometry.bind(this._packedGeometries[this._flushId]);\n }\n }\n stop() {\n this.flush();\n }\n destroy() {\n for (let i = 0; i < this._packedGeometryPoolSize; i++) {\n if (this._packedGeometries[i]) {\n this._packedGeometries[i].destroy();\n }\n }\n this.renderer.off(\"prerender\", this.onPrerender, this);\n this._aBuffers = null;\n this._iBuffers = null;\n this._packedGeometries = null;\n this._attributeBuffer = null;\n this._indexBuffer = null;\n if (this._shader) {\n this._shader.destroy();\n this._shader = null;\n }\n super.destroy();\n }\n getAttributeBuffer(size) {\n const roundedP2 = nextPow2(Math.ceil(size / 8));\n const roundedSizeIndex = log2(roundedP2);\n const roundedSize = roundedP2 * 8;\n if (this._aBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n let buffer = this._aBuffers[roundedSize];\n if (!buffer) {\n this._aBuffers[roundedSize] = buffer = new ViewableBuffer(roundedSize * this.vertexSize * 4);\n }\n return buffer;\n }\n getIndexBuffer(size) {\n const roundedP2 = nextPow2(Math.ceil(size / 12));\n const roundedSizeIndex = log2(roundedP2);\n const roundedSize = roundedP2 * 12;\n if (this._iBuffers.length <= roundedSizeIndex) {\n this._iBuffers.length = roundedSizeIndex + 1;\n }\n let buffer = this._iBuffers[roundedSizeIndex];\n if (!buffer) {\n this._iBuffers[roundedSizeIndex] = buffer = new Uint16Array(roundedSize);\n }\n return buffer;\n }\n packInterleavedGeometry(element, attributeBuffer, indexBuffer, aIndex, iIndex) {\n const {\n uint32View,\n float32View\n } = attributeBuffer;\n const packedVertices = aIndex / this.vertexSize;\n const uvs = element.uvs;\n const indicies = element.indices;\n const vertexData = element.vertexData;\n const textureId = element._texture.baseTexture._batchLocation;\n const alpha = Math.min(element.worldAlpha, 1);\n const argb = alpha < 1 && element._texture.baseTexture.alphaMode ? premultiplyTint(element._tintRGB, alpha) : element._tintRGB + (alpha * 255 << 24);\n for (let i = 0; i < vertexData.length; i += 2) {\n float32View[aIndex++] = vertexData[i];\n float32View[aIndex++] = vertexData[i + 1];\n float32View[aIndex++] = uvs[i];\n float32View[aIndex++] = uvs[i + 1];\n uint32View[aIndex++] = argb;\n float32View[aIndex++] = textureId;\n }\n for (let i = 0; i < indicies.length; i++) {\n indexBuffer[iIndex++] = packedVertices + indicies[i];\n }\n }\n};\nlet BatchRenderer = _BatchRenderer;\nBatchRenderer.extension = {\n name: \"batch\",\n type: ExtensionType.RendererPlugin\n};\nBatchRenderer._drawCallPool = [];\nBatchRenderer._textureArrayPool = [];\nextensions.add(BatchRenderer);\n\nexport { BatchRenderer };\n//# sourceMappingURL=BatchRenderer.mjs.map\n","import { Runner } from '@pixi/runner';\n\nclass TransformFeedback {\n constructor() {\n this._glTransformFeedbacks = {};\n this.buffers = [];\n this.disposeRunner = new Runner(\"disposeTransformFeedback\");\n }\n bindBuffer(index, buffer) {\n this.buffers[index] = buffer;\n }\n destroy() {\n this.disposeRunner.emit(this, false);\n }\n}\n\nexport { TransformFeedback };\n//# sourceMappingURL=TransformFeedback.mjs.map\n","class GLBuffer {\n constructor(buffer) {\n this.buffer = buffer || null;\n this.updateID = -1;\n this.byteLength = -1;\n this.refCount = 0;\n }\n}\n\nexport { GLBuffer };\n//# sourceMappingURL=GLBuffer.mjs.map\n","import { GLBuffer } from './GLBuffer.mjs';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nclass BufferSystem {\n constructor(renderer) {\n this.renderer = renderer;\n this.managedBuffers = {};\n this.boundBufferBases = {};\n }\n destroy() {\n this.renderer = null;\n }\n contextChange() {\n this.disposeAll(true);\n this.gl = this.renderer.gl;\n this.CONTEXT_UID = this.renderer.CONTEXT_UID;\n }\n bind(buffer) {\n const { gl, CONTEXT_UID } = this;\n const glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n }\n unbind(type) {\n const { gl } = this;\n gl.bindBuffer(type, null);\n }\n bindBufferBase(buffer, index) {\n const { gl, CONTEXT_UID } = this;\n if (this.boundBufferBases[index] !== buffer) {\n const glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n this.boundBufferBases[index] = buffer;\n gl.bindBufferBase(gl.UNIFORM_BUFFER, index, glBuffer.buffer);\n }\n }\n bindBufferRange(buffer, index, offset) {\n const { gl, CONTEXT_UID } = this;\n offset = offset || 0;\n const glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n gl.bindBufferRange(gl.UNIFORM_BUFFER, index || 0, glBuffer.buffer, offset * 256, 256);\n }\n update(buffer) {\n const { gl, CONTEXT_UID } = this;\n const glBuffer = buffer._glBuffers[CONTEXT_UID] || this.createGLBuffer(buffer);\n if (buffer._updateID === glBuffer.updateID) {\n return;\n }\n glBuffer.updateID = buffer._updateID;\n gl.bindBuffer(buffer.type, glBuffer.buffer);\n if (glBuffer.byteLength >= buffer.data.byteLength) {\n gl.bufferSubData(buffer.type, 0, buffer.data);\n } else {\n const drawType = buffer.static ? gl.STATIC_DRAW : gl.DYNAMIC_DRAW;\n glBuffer.byteLength = buffer.data.byteLength;\n gl.bufferData(buffer.type, buffer.data, drawType);\n }\n }\n dispose(buffer, contextLost) {\n if (!this.managedBuffers[buffer.id]) {\n return;\n }\n delete this.managedBuffers[buffer.id];\n const glBuffer = buffer._glBuffers[this.CONTEXT_UID];\n const gl = this.gl;\n buffer.disposeRunner.remove(this);\n if (!glBuffer) {\n return;\n }\n if (!contextLost) {\n gl.deleteBuffer(glBuffer.buffer);\n }\n delete buffer._glBuffers[this.CONTEXT_UID];\n }\n disposeAll(contextLost) {\n const all = Object.keys(this.managedBuffers);\n for (let i = 0; i < all.length; i++) {\n this.dispose(this.managedBuffers[all[i]], contextLost);\n }\n }\n createGLBuffer(buffer) {\n const { CONTEXT_UID, gl } = this;\n buffer._glBuffers[CONTEXT_UID] = new GLBuffer(gl.createBuffer());\n this.managedBuffers[buffer.id] = buffer;\n buffer.disposeRunner.add(this);\n return buffer._glBuffers[CONTEXT_UID];\n }\n}\nBufferSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"buffer\"\n};\nextensions.add(BufferSystem);\n\nexport { BufferSystem };\n//# sourceMappingURL=BufferSystem.mjs.map\n","import { MSAA_QUALITY } from '@pixi/constants';\nimport { ExtensionType, extensions } from '@pixi/extensions';\n\nclass MultisampleSystem {\n constructor(renderer) {\n this.renderer = renderer;\n }\n contextChange(gl) {\n let samples;\n if (this.renderer.context.webGLVersion === 1) {\n const framebuffer = gl.getParameter(gl.FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n } else {\n const framebuffer = gl.getParameter(gl.DRAW_FRAMEBUFFER_BINDING);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);\n samples = gl.getParameter(gl.SAMPLES);\n gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, framebuffer);\n }\n if (samples >= MSAA_QUALITY.HIGH) {\n this.multisample = MSAA_QUALITY.HIGH;\n } else if (samples >= MSAA_QUALITY.MEDIUM) {\n this.multisample = MSAA_QUALITY.MEDIUM;\n } else if (samples >= MSAA_QUALITY.LOW) {\n this.multisample = MSAA_QUALITY.LOW;\n } else {\n this.multisample = MSAA_QUALITY.NONE;\n }\n }\n destroy() {\n }\n}\nMultisampleSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"_multisample\"\n};\nextensions.add(MultisampleSystem);\n\nexport { MultisampleSystem };\n//# sourceMappingURL=MultisampleSystem.mjs.map\n","import { ExtensionType, extensions } from '@pixi/extensions';\n\nclass ObjectRendererSystem {\n constructor(renderer) {\n this.renderer = renderer;\n }\n render(displayObject, options) {\n const renderer = this.renderer;\n let renderTexture;\n let clear;\n let transform;\n let skipUpdateTransform;\n if (options) {\n renderTexture = options.renderTexture;\n clear = options.clear;\n transform = options.transform;\n skipUpdateTransform = options.skipUpdateTransform;\n }\n this.renderingToScreen = !renderTexture;\n renderer.runners.prerender.emit();\n renderer.emit(\"prerender\");\n renderer.projection.transform = transform;\n if (renderer.context.isLost) {\n return;\n }\n if (!renderTexture) {\n this.lastObjectRendered = displayObject;\n }\n if (!skipUpdateTransform) {\n const cacheParent = displayObject.enableTempParent();\n displayObject.updateTransform();\n displayObject.disableTempParent(cacheParent);\n }\n renderer.renderTexture.bind(renderTexture);\n renderer.batch.currentRenderer.start();\n if (clear ?? renderer.background.clearBeforeRender) {\n renderer.renderTexture.clear();\n }\n displayObject.render(renderer);\n renderer.batch.currentRenderer.flush();\n if (renderTexture) {\n if (options.blit) {\n renderer.framebuffer.blit();\n }\n renderTexture.baseTexture.update();\n }\n renderer.runners.postrender.emit();\n renderer.projection.transform = null;\n renderer.emit(\"postrender\");\n }\n destroy() {\n this.renderer = null;\n this.lastObjectRendered = null;\n }\n}\nObjectRendererSystem.extension = {\n type: ExtensionType.RendererSystem,\n name: \"objectRenderer\"\n};\nextensions.add(ObjectRendererSystem);\n\nexport { ObjectRendererSystem };\n//# sourceMappingURL=ObjectRendererSystem.mjs.map\n","import './settings.mjs';\nexport * from '@pixi/constants';\nexport * from '@pixi/extensions';\nexport * from '@pixi/math';\nexport * from '@pixi/runner';\nexport * from '@pixi/settings';\nexport * from '@pixi/ticker';\nimport * as utils from '@pixi/utils';\nexport { utils };\nimport './textures/resources/index.mjs';\nimport './systems.mjs';\nimport './IRenderer.mjs';\nexport { autoDetectRenderer } from './autoDetectRenderer.mjs';\nexport { defaultFilterVertex, defaultVertex } from './fragments/index.mjs';\nimport './system/ISystem.mjs';\nexport { PluginSystem } from './plugin/PluginSystem.mjs';\nexport { Renderer } from './Renderer.mjs';\nexport { Framebuffer } from './framebuffer/Framebuffer.mjs';\nexport { GLFramebuffer } from './framebuffer/GLFramebuffer.mjs';\nexport { Texture } from './textures/Texture.mjs';\nexport { BaseTexture } from './textures/BaseTexture.mjs';\nexport { GLTexture } from './textures/GLTexture.mjs';\nexport { TextureMatrix } from './textures/TextureMatrix.mjs';\nexport { RenderTexture } from './renderTexture/RenderTexture.mjs';\nexport { RenderTexturePool } from './renderTexture/RenderTexturePool.mjs';\nexport { BaseRenderTexture } from './renderTexture/BaseRenderTexture.mjs';\nexport { TextureUvs } from './textures/TextureUvs.mjs';\nexport { State } from './state/State.mjs';\nexport { ObjectRenderer } from './batch/ObjectRenderer.mjs';\nexport { BatchRenderer } from './batch/BatchRenderer.mjs';\nexport { BatchShaderGenerator } from './batch/BatchShaderGenerator.mjs';\nexport { BatchGeometry } from './batch/BatchGeometry.mjs';\nexport { BatchDrawCall } from './batch/BatchDrawCall.mjs';\nexport { BatchTextureArray } from './batch/BatchTextureArray.mjs';\nexport { Quad } from './utils/Quad.mjs';\nexport { QuadUv } from './utils/QuadUv.mjs';\nexport { checkMaxIfStatementsInShader } from './shader/utils/checkMaxIfStatementsInShader.mjs';\nexport { uniformParsers } from './shader/utils/uniformParsers.mjs';\nexport { createUBOElements, generateUniformBufferSync, getUBOData } from './shader/utils/generateUniformBufferSync.mjs';\nexport { getTestContext } from './shader/utils/getTestContext.mjs';\nexport { generateProgram } from './shader/utils/generateProgram.mjs';\nexport { Shader } from './shader/Shader.mjs';\nexport { Program } from './shader/Program.mjs';\nexport { GLProgram, IGLUniformData } from './shader/GLProgram.mjs';\nexport { UniformGroup } from './shader/UniformGroup.mjs';\nexport { MaskData } from './mask/MaskData.mjs';\nexport { SpriteMaskFilter } from './filters/spriteMask/SpriteMaskFilter.mjs';\nexport { Filter } from './filters/Filter.mjs';\nexport { FilterState } from './filters/FilterState.mjs';\nimport './filters/IFilterTarget.mjs';\nexport { Attribute } from './geometry/Attribute.mjs';\nexport { Buffer } from './geometry/Buffer.mjs';\nexport { Geometry } from './geometry/Geometry.mjs';\nexport { ViewableBuffer } from './geometry/ViewableBuffer.mjs';\nexport { TransformFeedback } from './transformFeedback/TransformFeedback.mjs';\nexport { MaskSystem } from './mask/MaskSystem.mjs';\nexport { StencilSystem } from './mask/StencilSystem.mjs';\nexport { ScissorSystem } from './mask/ScissorSystem.mjs';\nexport { FilterSystem } from './filters/FilterSystem.mjs';\nexport { FramebufferSystem } from './framebuffer/FramebufferSystem.mjs';\nexport { RenderTextureSystem } from './renderTexture/RenderTextureSystem.mjs';\nexport { TextureSystem } from './textures/TextureSystem.mjs';\nexport { ProjectionSystem } from './projection/ProjectionSystem.mjs';\nexport { StateSystem } from './state/StateSystem.mjs';\nexport { GeometrySystem } from './geometry/GeometrySystem.mjs';\nexport { ShaderSystem } from './shader/ShaderSystem.mjs';\nexport { ContextSystem } from './context/ContextSystem.mjs';\nexport { BatchSystem } from './batch/BatchSystem.mjs';\nexport { TextureGCSystem } from './textures/TextureGCSystem.mjs';\nexport { BufferSystem } from './geometry/BufferSystem.mjs';\nexport { MultisampleSystem } from './framebuffer/MultisampleSystem.mjs';\nexport { GenerateTextureSystem } from './renderTexture/GenerateTextureSystem.mjs';\nexport { BackgroundSystem } from './background/BackgroundSystem.mjs';\nexport { ViewSystem } from './view/ViewSystem.mjs';\nexport { ObjectRendererSystem } from './render/ObjectRendererSystem.mjs';\nexport { StartupSystem } from './startup/StartupSystem.mjs';\nexport { TransformFeedbackSystem } from './transformFeedback/TransformFeedbackSystem.mjs';\nexport { Resource } from './textures/resources/Resource.mjs';\nexport { BaseImageResource } from './textures/resources/BaseImageResource.mjs';\nexport { INSTALLED, autoDetectResource } from './textures/resources/autoDetectResource.mjs';\nexport { AbstractMultiResource } from './textures/resources/AbstractMultiResource.mjs';\nexport { ArrayResource } from './textures/resources/ArrayResource.mjs';\nexport { BufferResource } from './textures/resources/BufferResource.mjs';\nexport { CanvasResource } from './textures/resources/CanvasResource.mjs';\nexport { CubeResource } from './textures/resources/CubeResource.mjs';\nexport { ImageResource } from './textures/resources/ImageResource.mjs';\nexport { SVGResource } from './textures/resources/SVGResource.mjs';\nexport { VideoResource } from './textures/resources/VideoResource.mjs';\nexport { ImageBitmapResource } from './textures/resources/ImageBitmapResource.mjs';\nexport { SystemManager } from './system/SystemManager.mjs';\n\nconst VERSION = \"7.0.2\";\n\nexport { VERSION };\n//# sourceMappingURL=index.mjs.map\n","var fragment = \"varying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uAlpha;\\n}\\n\";\n\nexport { fragment as default };\n//# sourceMappingURL=alpha.mjs.map\n","import { Filter, defaultVertex } from '@pixi/core';\nimport fragment from './alpha.mjs';\n\nclass AlphaFilter extends Filter {\n constructor(alpha = 1) {\n super(defaultVertex, fragment, { uAlpha: 1 });\n this.alpha = alpha;\n }\n get alpha() {\n return this.uniforms.uAlpha;\n }\n set alpha(value) {\n this.uniforms.uAlpha = value;\n }\n}\n\nexport { AlphaFilter };\n//# sourceMappingURL=AlphaFilter.mjs.map\n","const vertTemplate = `\n attribute vec2 aVertexPosition;\n\n uniform mat3 projectionMatrix;\n\n uniform float strength;\n\n varying vec2 vBlurTexCoords[%size%];\n\n uniform vec4 inputSize;\n uniform vec4 outputFrame;\n\n vec4 filterVertexPosition( void )\n {\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\n\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\n }\n\n vec2 filterTextureCoord( void )\n {\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\n }\n\n void main(void)\n {\n gl_Position = filterVertexPosition();\n\n vec2 textureCoord = filterTextureCoord();\n %blur%\n }`;\nfunction generateBlurVertSource(kernelSize, x) {\n const halfLength = Math.ceil(kernelSize / 2);\n let vertSource = vertTemplate;\n let blurLoop = \"\";\n let template;\n if (x) {\n template = \"vBlurTexCoords[%index%] = textureCoord + vec2(%sampleIndex% * strength, 0.0);\";\n } else {\n template = \"vBlurTexCoords[%index%] = textureCoord + vec2(0.0, %sampleIndex% * strength);\";\n }\n for (let i = 0; i < kernelSize; i++) {\n let blur = template.replace(\"%index%\", i.toString());\n blur = blur.replace(\"%sampleIndex%\", `${i - (halfLength - 1)}.0`);\n blurLoop += blur;\n blurLoop += \"\\n\";\n }\n vertSource = vertSource.replace(\"%blur%\", blurLoop);\n vertSource = vertSource.replace(\"%size%\", kernelSize.toString());\n return vertSource;\n}\n\nexport { generateBlurVertSource };\n//# sourceMappingURL=generateBlurVertSource.mjs.map\n","const GAUSSIAN_VALUES = {\n 5: [0.153388, 0.221461, 0.250301],\n 7: [0.071303, 0.131514, 0.189879, 0.214607],\n 9: [0.028532, 0.067234, 0.124009, 0.179044, 0.20236],\n 11: [93e-4, 0.028002, 0.065984, 0.121703, 0.175713, 0.198596],\n 13: [2406e-6, 9255e-6, 0.027867, 0.065666, 0.121117, 0.174868, 0.197641],\n 15: [489e-6, 2403e-6, 9246e-6, 0.02784, 0.065602, 0.120999, 0.174697, 0.197448]\n};\nconst fragTemplate = [\n \"varying vec2 vBlurTexCoords[%size%];\",\n \"uniform sampler2D uSampler;\",\n \"void main(void)\",\n \"{\",\n \" gl_FragColor = vec4(0.0);\",\n \" %blur%\",\n \"}\"\n].join(\"\\n\");\nfunction generateBlurFragSource(kernelSize) {\n const kernel = GAUSSIAN_VALUES[kernelSize];\n const halfLength = kernel.length;\n let fragSource = fragTemplate;\n let blurLoop = \"\";\n const template = \"gl_FragColor += texture2D(uSampler, vBlurTexCoords[%index%]) * %value%;\";\n let value;\n for (let i = 0; i < kernelSize; i++) {\n let blur = template.replace(\"%index%\", i.toString());\n value = i;\n if (i >= halfLength) {\n value = kernelSize - i - 1;\n }\n blur = blur.replace(\"%value%\", kernel[value].toString());\n blurLoop += blur;\n blurLoop += \"\\n\";\n }\n fragSource = fragSource.replace(\"%blur%\", blurLoop);\n fragSource = fragSource.replace(\"%size%\", kernelSize.toString());\n return fragSource;\n}\n\nexport { generateBlurFragSource };\n//# sourceMappingURL=generateBlurFragSource.mjs.map\n","import { Filter, settings, CLEAR_MODES } from '@pixi/core';\nimport { generateBlurVertSource } from './generateBlurVertSource.mjs';\nimport { generateBlurFragSource } from './generateBlurFragSource.mjs';\n\nclass BlurFilterPass extends Filter {\n constructor(horizontal, strength = 8, quality = 4, resolution = settings.FILTER_RESOLUTION, kernelSize = 5) {\n const vertSrc = generateBlurVertSource(kernelSize, horizontal);\n const fragSrc = generateBlurFragSource(kernelSize);\n super(vertSrc, fragSrc);\n this.horizontal = horizontal;\n this.resolution = resolution;\n this._quality = 0;\n this.quality = quality;\n this.blur = strength;\n }\n apply(filterManager, input, output, clearMode) {\n if (output) {\n if (this.horizontal) {\n this.uniforms.strength = 1 / output.width * (output.width / input.width);\n } else {\n this.uniforms.strength = 1 / output.height * (output.height / input.height);\n }\n } else {\n if (this.horizontal) {\n this.uniforms.strength = 1 / filterManager.renderer.width * (filterManager.renderer.width / input.width);\n } else {\n this.uniforms.strength = 1 / filterManager.renderer.height * (filterManager.renderer.height / input.height);\n }\n }\n this.uniforms.strength *= this.strength;\n this.uniforms.strength /= this.passes;\n if (this.passes === 1) {\n filterManager.applyFilter(this, input, output, clearMode);\n } else {\n const renderTarget = filterManager.getFilterTexture();\n const renderer = filterManager.renderer;\n let flip = input;\n let flop = renderTarget;\n this.state.blend = false;\n filterManager.applyFilter(this, flip, flop, CLEAR_MODES.CLEAR);\n for (let i = 1; i < this.passes - 1; i++) {\n filterManager.bindAndClear(flip, CLEAR_MODES.BLIT);\n this.uniforms.uSampler = flop;\n const temp = flop;\n flop = flip;\n flip = temp;\n renderer.shader.bind(this);\n renderer.geometry.draw(5);\n }\n this.state.blend = true;\n filterManager.applyFilter(this, flop, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n }\n }\n get blur() {\n return this.strength;\n }\n set blur(value) {\n this.padding = 1 + Math.abs(value) * 2;\n this.strength = value;\n }\n get quality() {\n return this._quality;\n }\n set quality(value) {\n this._quality = value;\n this.passes = value;\n }\n}\n\nexport { BlurFilterPass };\n//# sourceMappingURL=BlurFilterPass.mjs.map\n","import { Filter, settings, CLEAR_MODES } from '@pixi/core';\nimport { BlurFilterPass } from './BlurFilterPass.mjs';\n\nclass BlurFilter extends Filter {\n constructor(strength = 8, quality = 4, resolution = settings.FILTER_RESOLUTION, kernelSize = 5) {\n super();\n this.blurXFilter = new BlurFilterPass(true, strength, quality, resolution, kernelSize);\n this.blurYFilter = new BlurFilterPass(false, strength, quality, resolution, kernelSize);\n this.resolution = resolution;\n this.quality = quality;\n this.blur = strength;\n this.repeatEdgePixels = false;\n }\n apply(filterManager, input, output, clearMode) {\n const xStrength = Math.abs(this.blurXFilter.strength);\n const yStrength = Math.abs(this.blurYFilter.strength);\n if (xStrength && yStrength) {\n const renderTarget = filterManager.getFilterTexture();\n this.blurXFilter.apply(filterManager, input, renderTarget, CLEAR_MODES.CLEAR);\n this.blurYFilter.apply(filterManager, renderTarget, output, clearMode);\n filterManager.returnFilterTexture(renderTarget);\n } else if (yStrength) {\n this.blurYFilter.apply(filterManager, input, output, clearMode);\n } else {\n this.blurXFilter.apply(filterManager, input, output, clearMode);\n }\n }\n updatePadding() {\n if (this._repeatEdgePixels) {\n this.padding = 0;\n } else {\n this.padding = Math.max(Math.abs(this.blurXFilter.strength), Math.abs(this.blurYFilter.strength)) * 2;\n }\n }\n get blur() {\n return this.blurXFilter.blur;\n }\n set blur(value) {\n this.blurXFilter.blur = this.blurYFilter.blur = value;\n this.updatePadding();\n }\n get quality() {\n return this.blurXFilter.quality;\n }\n set quality(value) {\n this.blurXFilter.quality = this.blurYFilter.quality = value;\n }\n get blurX() {\n return this.blurXFilter.blur;\n }\n set blurX(value) {\n this.blurXFilter.blur = value;\n this.updatePadding();\n }\n get blurY() {\n return this.blurYFilter.blur;\n }\n set blurY(value) {\n this.blurYFilter.blur = value;\n this.updatePadding();\n }\n get blendMode() {\n return this.blurYFilter.blendMode;\n }\n set blendMode(value) {\n this.blurYFilter.blendMode = value;\n }\n get repeatEdgePixels() {\n return this._repeatEdgePixels;\n }\n set repeatEdgePixels(value) {\n this._repeatEdgePixels = value;\n this.updatePadding();\n }\n}\n\nexport { BlurFilter };\n//# sourceMappingURL=BlurFilter.mjs.map\n","var fragment = \"varying vec2 vTextureCoord;\\nuniform sampler2D uSampler;\\nuniform float m[20];\\nuniform float uAlpha;\\n\\nvoid main(void)\\n{\\n vec4 c = texture2D(uSampler, vTextureCoord);\\n\\n if (uAlpha == 0.0) {\\n gl_FragColor = c;\\n return;\\n }\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (c.a > 0.0) {\\n c.rgb /= c.a;\\n }\\n\\n vec4 result;\\n\\n result.r = (m[0] * c.r);\\n result.r += (m[1] * c.g);\\n result.r += (m[2] * c.b);\\n result.r += (m[3] * c.a);\\n result.r += m[4];\\n\\n result.g = (m[5] * c.r);\\n result.g += (m[6] * c.g);\\n result.g += (m[7] * c.b);\\n result.g += (m[8] * c.a);\\n result.g += m[9];\\n\\n result.b = (m[10] * c.r);\\n result.b += (m[11] * c.g);\\n result.b += (m[12] * c.b);\\n result.b += (m[13] * c.a);\\n result.b += m[14];\\n\\n result.a = (m[15] * c.r);\\n result.a += (m[16] * c.g);\\n result.a += (m[17] * c.b);\\n result.a += (m[18] * c.a);\\n result.a += m[19];\\n\\n vec3 rgb = mix(c.rgb, result.rgb, uAlpha);\\n\\n // Premultiply alpha again.\\n rgb *= result.a;\\n\\n gl_FragColor = vec4(rgb, result.a);\\n}\\n\";\n\nexport { fragment as default };\n//# sourceMappingURL=colorMatrix.mjs.map\n","import { Filter, defaultFilterVertex } from '@pixi/core';\nimport fragment from './colorMatrix.mjs';\n\nclass ColorMatrixFilter extends Filter {\n constructor() {\n const uniforms = {\n m: new Float32Array([\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ]),\n uAlpha: 1\n };\n super(defaultFilterVertex, fragment, uniforms);\n this.alpha = 1;\n }\n _loadMatrix(matrix, multiply = false) {\n let newMatrix = matrix;\n if (multiply) {\n this._multiply(newMatrix, this.uniforms.m, matrix);\n newMatrix = this._colorMatrix(newMatrix);\n }\n this.uniforms.m = newMatrix;\n }\n _multiply(out, a, b) {\n out[0] = a[0] * b[0] + a[1] * b[5] + a[2] * b[10] + a[3] * b[15];\n out[1] = a[0] * b[1] + a[1] * b[6] + a[2] * b[11] + a[3] * b[16];\n out[2] = a[0] * b[2] + a[1] * b[7] + a[2] * b[12] + a[3] * b[17];\n out[3] = a[0] * b[3] + a[1] * b[8] + a[2] * b[13] + a[3] * b[18];\n out[4] = a[0] * b[4] + a[1] * b[9] + a[2] * b[14] + a[3] * b[19] + a[4];\n out[5] = a[5] * b[0] + a[6] * b[5] + a[7] * b[10] + a[8] * b[15];\n out[6] = a[5] * b[1] + a[6] * b[6] + a[7] * b[11] + a[8] * b[16];\n out[7] = a[5] * b[2] + a[6] * b[7] + a[7] * b[12] + a[8] * b[17];\n out[8] = a[5] * b[3] + a[6] * b[8] + a[7] * b[13] + a[8] * b[18];\n out[9] = a[5] * b[4] + a[6] * b[9] + a[7] * b[14] + a[8] * b[19] + a[9];\n out[10] = a[10] * b[0] + a[11] * b[5] + a[12] * b[10] + a[13] * b[15];\n out[11] = a[10] * b[1] + a[11] * b[6] + a[12] * b[11] + a[13] * b[16];\n out[12] = a[10] * b[2] + a[11] * b[7] + a[12] * b[12] + a[13] * b[17];\n out[13] = a[10] * b[3] + a[11] * b[8] + a[12] * b[13] + a[13] * b[18];\n out[14] = a[10] * b[4] + a[11] * b[9] + a[12] * b[14] + a[13] * b[19] + a[14];\n out[15] = a[15] * b[0] + a[16] * b[5] + a[17] * b[10] + a[18] * b[15];\n out[16] = a[15] * b[1] + a[16] * b[6] + a[17] * b[11] + a[18] * b[16];\n out[17] = a[15] * b[2] + a[16] * b[7] + a[17] * b[12] + a[18] * b[17];\n out[18] = a[15] * b[3] + a[16] * b[8] + a[17] * b[13] + a[18] * b[18];\n out[19] = a[15] * b[4] + a[16] * b[9] + a[17] * b[14] + a[18] * b[19] + a[19];\n return out;\n }\n _colorMatrix(matrix) {\n const m = new Float32Array(matrix);\n m[4] /= 255;\n m[9] /= 255;\n m[14] /= 255;\n m[19] /= 255;\n return m;\n }\n brightness(b, multiply) {\n const matrix = [\n b,\n 0,\n 0,\n 0,\n 0,\n 0,\n b,\n 0,\n 0,\n 0,\n 0,\n 0,\n b,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n tint(color, multiply) {\n const r = color >> 16 & 255;\n const g = color >> 8 & 255;\n const b = color & 255;\n const matrix = [\n r / 255,\n 0,\n 0,\n 0,\n 0,\n 0,\n g / 255,\n 0,\n 0,\n 0,\n 0,\n 0,\n b / 255,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n greyscale(scale, multiply) {\n const matrix = [\n scale,\n scale,\n scale,\n 0,\n 0,\n scale,\n scale,\n scale,\n 0,\n 0,\n scale,\n scale,\n scale,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n blackAndWhite(multiply) {\n const matrix = [\n 0.3,\n 0.6,\n 0.1,\n 0,\n 0,\n 0.3,\n 0.6,\n 0.1,\n 0,\n 0,\n 0.3,\n 0.6,\n 0.1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n hue(rotation, multiply) {\n rotation = (rotation || 0) / 180 * Math.PI;\n const cosR = Math.cos(rotation);\n const sinR = Math.sin(rotation);\n const sqrt = Math.sqrt;\n const w = 1 / 3;\n const sqrW = sqrt(w);\n const a00 = cosR + (1 - cosR) * w;\n const a01 = w * (1 - cosR) - sqrW * sinR;\n const a02 = w * (1 - cosR) + sqrW * sinR;\n const a10 = w * (1 - cosR) + sqrW * sinR;\n const a11 = cosR + w * (1 - cosR);\n const a12 = w * (1 - cosR) - sqrW * sinR;\n const a20 = w * (1 - cosR) - sqrW * sinR;\n const a21 = w * (1 - cosR) + sqrW * sinR;\n const a22 = cosR + w * (1 - cosR);\n const matrix = [\n a00,\n a01,\n a02,\n 0,\n 0,\n a10,\n a11,\n a12,\n 0,\n 0,\n a20,\n a21,\n a22,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n contrast(amount, multiply) {\n const v = (amount || 0) + 1;\n const o = -0.5 * (v - 1);\n const matrix = [\n v,\n 0,\n 0,\n 0,\n o,\n 0,\n v,\n 0,\n 0,\n o,\n 0,\n 0,\n v,\n 0,\n o,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n saturate(amount = 0, multiply) {\n const x = amount * 2 / 3 + 1;\n const y = (x - 1) * -0.5;\n const matrix = [\n x,\n y,\n y,\n 0,\n 0,\n y,\n x,\n y,\n 0,\n 0,\n y,\n y,\n x,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n desaturate() {\n this.saturate(-1);\n }\n negative(multiply) {\n const matrix = [\n -1,\n 0,\n 0,\n 1,\n 0,\n 0,\n -1,\n 0,\n 1,\n 0,\n 0,\n 0,\n -1,\n 1,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n sepia(multiply) {\n const matrix = [\n 0.393,\n 0.7689999,\n 0.18899999,\n 0,\n 0,\n 0.349,\n 0.6859999,\n 0.16799999,\n 0,\n 0,\n 0.272,\n 0.5339999,\n 0.13099999,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n technicolor(multiply) {\n const matrix = [\n 1.9125277891456083,\n -0.8545344976951645,\n -0.09155508482755585,\n 0,\n 11.793603434377337,\n -0.3087833385928097,\n 1.7658908555458428,\n -0.10601743074722245,\n 0,\n -70.35205161461398,\n -0.231103377548616,\n -0.7501899197440212,\n 1.847597816108189,\n 0,\n 30.950940869491138,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n polaroid(multiply) {\n const matrix = [\n 1.438,\n -0.062,\n -0.062,\n 0,\n 0,\n -0.122,\n 1.378,\n -0.122,\n 0,\n 0,\n -0.016,\n -0.016,\n 1.483,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n toBGR(multiply) {\n const matrix = [\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n kodachrome(multiply) {\n const matrix = [\n 1.1285582396593525,\n -0.3967382283601348,\n -0.03992559172921793,\n 0,\n 63.72958762196502,\n -0.16404339962244616,\n 1.0835251566291304,\n -0.05498805115633132,\n 0,\n 24.732407896706203,\n -0.16786010706155763,\n -0.5603416277695248,\n 1.6014850761964943,\n 0,\n 35.62982807460946,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n browni(multiply) {\n const matrix = [\n 0.5997023498159715,\n 0.34553243048391263,\n -0.2708298674538042,\n 0,\n 47.43192855600873,\n -0.037703249837783157,\n 0.8609577587992641,\n 0.15059552388459913,\n 0,\n -36.96841498319127,\n 0.24113635128153335,\n -0.07441037908422492,\n 0.44972182064877153,\n 0,\n -7.562075277591283,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n vintage(multiply) {\n const matrix = [\n 0.6279345635605994,\n 0.3202183420819367,\n -0.03965408211312453,\n 0,\n 9.651285835294123,\n 0.02578397704808868,\n 0.6441188644374771,\n 0.03259127616149294,\n 0,\n 7.462829176470591,\n 0.0466055556782719,\n -0.0851232987247891,\n 0.5241648018700465,\n 0,\n 5.159190588235296,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n colorTone(desaturation, toned, lightColor, darkColor, multiply) {\n desaturation = desaturation || 0.2;\n toned = toned || 0.15;\n lightColor = lightColor || 16770432;\n darkColor = darkColor || 3375104;\n const lR = (lightColor >> 16 & 255) / 255;\n const lG = (lightColor >> 8 & 255) / 255;\n const lB = (lightColor & 255) / 255;\n const dR = (darkColor >> 16 & 255) / 255;\n const dG = (darkColor >> 8 & 255) / 255;\n const dB = (darkColor & 255) / 255;\n const matrix = [\n 0.3,\n 0.59,\n 0.11,\n 0,\n 0,\n lR,\n lG,\n lB,\n desaturation,\n 0,\n dR,\n dG,\n dB,\n toned,\n 0,\n lR - dR,\n lG - dG,\n lB - dB,\n 0,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n night(intensity, multiply) {\n intensity = intensity || 0.1;\n const matrix = [\n intensity * -2,\n -intensity,\n 0,\n 0,\n 0,\n -intensity,\n 0,\n intensity,\n 0,\n 0,\n 0,\n intensity,\n intensity * 2,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n predator(amount, multiply) {\n const matrix = [\n 11.224130630493164 * amount,\n -4.794486999511719 * amount,\n -2.8746118545532227 * amount,\n 0 * amount,\n 0.40342438220977783 * amount,\n -3.6330697536468506 * amount,\n 9.193157196044922 * amount,\n -2.951810836791992 * amount,\n 0 * amount,\n -1.316135048866272 * amount,\n -3.2184197902679443 * amount,\n -4.2375030517578125 * amount,\n 7.476448059082031 * amount,\n 0 * amount,\n 0.8044459223747253 * amount,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n lsd(multiply) {\n const matrix = [\n 2,\n -0.4,\n 0.5,\n 0,\n 0,\n -0.5,\n 2,\n -0.4,\n 0,\n 0,\n -0.4,\n -0.5,\n 3,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, multiply);\n }\n reset() {\n const matrix = [\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0,\n 0,\n 0,\n 0,\n 0,\n 1,\n 0\n ];\n this._loadMatrix(matrix, false);\n }\n get matrix() {\n return this.uniforms.m;\n }\n set matrix(value) {\n this.uniforms.m = value;\n }\n get alpha() {\n return this.uniforms.uAlpha;\n }\n set alpha(value) {\n this.uniforms.uAlpha = value;\n }\n}\nColorMatrixFilter.prototype.grayscale = ColorMatrixFilter.prototype.greyscale;\n\nexport { ColorMatrixFilter };\n//# sourceMappingURL=ColorMatrixFilter.mjs.map\n","var fragment = \"varying vec2 vFilterCoord;\\nvarying vec2 vTextureCoord;\\n\\nuniform vec2 scale;\\nuniform mat2 rotation;\\nuniform sampler2D uSampler;\\nuniform sampler2D mapSampler;\\n\\nuniform highp vec4 inputSize;\\nuniform vec4 inputClamp;\\n\\nvoid main(void)\\n{\\n vec4 map = texture2D(mapSampler, vFilterCoord);\\n\\n map -= 0.5;\\n map.xy = scale * inputSize.zw * (rotation * map.xy);\\n\\n gl_FragColor = texture2D(uSampler, clamp(vec2(vTextureCoord.x + map.x, vTextureCoord.y + map.y), inputClamp.xy, inputClamp.zw));\\n}\\n\";\n\nexport { fragment as default };\n//# sourceMappingURL=displacement.mjs.map\n","var vertex = \"attribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 filterMatrix;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec2 vFilterCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvec2 filterTextureCoord( void )\\n{\\n return aVertexPosition * (outputFrame.zw * inputSize.zw);\\n}\\n\\nvoid main(void)\\n{\\n\\tgl_Position = filterVertexPosition();\\n\\tvTextureCoord = filterTextureCoord();\\n\\tvFilterCoord = ( filterMatrix * vec3( vTextureCoord, 1.0) ).xy;\\n}\\n\";\n\nexport { vertex as default };\n//# sourceMappingURL=displacement2.mjs.map\n","import { Filter, Matrix, Point } from '@pixi/core';\nimport fragment from './displacement.mjs';\nimport vertex from './displacement2.mjs';\n\nclass DisplacementFilter extends Filter {\n constructor(sprite, scale) {\n const maskMatrix = new Matrix();\n sprite.renderable = false;\n super(vertex, fragment, {\n mapSampler: sprite._texture,\n filterMatrix: maskMatrix,\n scale: { x: 1, y: 1 },\n rotation: new Float32Array([1, 0, 0, 1])\n });\n this.maskSprite = sprite;\n this.maskMatrix = maskMatrix;\n if (scale === null || scale === void 0) {\n scale = 20;\n }\n this.scale = new Point(scale, scale);\n }\n apply(filterManager, input, output, clearMode) {\n this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.maskMatrix, this.maskSprite);\n this.uniforms.scale.x = this.scale.x;\n this.uniforms.scale.y = this.scale.y;\n const wt = this.maskSprite.worldTransform;\n const lenX = Math.sqrt(wt.a * wt.a + wt.b * wt.b);\n const lenY = Math.sqrt(wt.c * wt.c + wt.d * wt.d);\n if (lenX !== 0 && lenY !== 0) {\n this.uniforms.rotation[0] = wt.a / lenX;\n this.uniforms.rotation[1] = wt.b / lenX;\n this.uniforms.rotation[2] = wt.c / lenY;\n this.uniforms.rotation[3] = wt.d / lenY;\n }\n filterManager.applyFilter(this, input, output, clearMode);\n }\n get map() {\n return this.uniforms.mapSampler;\n }\n set map(value) {\n this.uniforms.mapSampler = value;\n }\n}\n\nexport { DisplacementFilter };\n//# sourceMappingURL=DisplacementFilter.mjs.map\n","var vertex = \"\\nattribute vec2 aVertexPosition;\\n\\nuniform mat3 projectionMatrix;\\n\\nvarying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\n\\nuniform vec4 inputSize;\\nuniform vec4 outputFrame;\\n\\nvec4 filterVertexPosition( void )\\n{\\n vec2 position = aVertexPosition * max(outputFrame.zw, vec2(0.)) + outputFrame.xy;\\n\\n return vec4((projectionMatrix * vec3(position, 1.0)).xy, 0.0, 1.0);\\n}\\n\\nvoid texcoords(vec2 fragCoord, vec2 inverseVP,\\n out vec2 v_rgbNW, out vec2 v_rgbNE,\\n out vec2 v_rgbSW, out vec2 v_rgbSE,\\n out vec2 v_rgbM) {\\n v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;\\n v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;\\n v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;\\n v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;\\n v_rgbM = vec2(fragCoord * inverseVP);\\n}\\n\\nvoid main(void) {\\n\\n gl_Position = filterVertexPosition();\\n\\n vFragCoord = aVertexPosition * outputFrame.zw;\\n\\n texcoords(vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n}\\n\";\n\nexport { vertex as default };\n//# sourceMappingURL=fxaa.mjs.map\n","var fragment = \"varying vec2 v_rgbNW;\\nvarying vec2 v_rgbNE;\\nvarying vec2 v_rgbSW;\\nvarying vec2 v_rgbSE;\\nvarying vec2 v_rgbM;\\n\\nvarying vec2 vFragCoord;\\nuniform sampler2D uSampler;\\nuniform highp vec4 inputSize;\\n\\n\\n/**\\n Basic FXAA implementation based on the code on geeks3d.com with the\\n modification that the texture2DLod stuff was removed since it's\\n unsupported by WebGL.\\n\\n --\\n\\n From:\\n https://github.com/mitsuhiko/webgl-meincraft\\n\\n Copyright (c) 2011 by Armin Ronacher.\\n\\n Some rights reserved.\\n\\n Redistribution and use in source and binary forms, with or without\\n modification, are permitted provided that the following conditions are\\n met:\\n\\n * Redistributions of source code must retain the above copyright\\n notice, this list of conditions and the following disclaimer.\\n\\n * Redistributions in binary form must reproduce the above\\n copyright notice, this list of conditions and the following\\n disclaimer in the documentation and/or other materials provided\\n with the distribution.\\n\\n * The names of the contributors may not be used to endorse or\\n promote products derived from this software without specific\\n prior written permission.\\n\\n THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS\\n \\\"AS IS\\\" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT\\n LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR\\n A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT\\n OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,\\n SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT\\n LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,\\n DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY\\n THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT\\n (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE\\n OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.\\n */\\n\\n#ifndef FXAA_REDUCE_MIN\\n#define FXAA_REDUCE_MIN (1.0/ 128.0)\\n#endif\\n#ifndef FXAA_REDUCE_MUL\\n#define FXAA_REDUCE_MUL (1.0 / 8.0)\\n#endif\\n#ifndef FXAA_SPAN_MAX\\n#define FXAA_SPAN_MAX 8.0\\n#endif\\n\\n//optimized version for mobile, where dependent\\n//texture reads can be a bottleneck\\nvec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,\\n vec2 v_rgbNW, vec2 v_rgbNE,\\n vec2 v_rgbSW, vec2 v_rgbSE,\\n vec2 v_rgbM) {\\n vec4 color;\\n vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;\\n vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;\\n vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;\\n vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;\\n vec4 texColor = texture2D(tex, v_rgbM);\\n vec3 rgbM = texColor.xyz;\\n vec3 luma = vec3(0.299, 0.587, 0.114);\\n float lumaNW = dot(rgbNW, luma);\\n float lumaNE = dot(rgbNE, luma);\\n float lumaSW = dot(rgbSW, luma);\\n float lumaSE = dot(rgbSE, luma);\\n float lumaM = dot(rgbM, luma);\\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\\n\\n mediump vec2 dir;\\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\\n\\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *\\n (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\\n\\n float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),\\n max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),\\n dir * rcpDirMin)) * inverseVP;\\n\\n vec3 rgbA = 0.5 * (\\n texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\\n vec3 rgbB = rgbA * 0.5 + 0.25 * (\\n texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +\\n texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\\n\\n float lumaB = dot(rgbB, luma);\\n if ((lumaB < lumaMin) || (lumaB > lumaMax))\\n color = vec4(rgbA, texColor.a);\\n else\\n color = vec4(rgbB, texColor.a);\\n return color;\\n}\\n\\nvoid main() {\\n\\n vec4 color;\\n\\n color = fxaa(uSampler, vFragCoord, inputSize.zw, v_rgbNW, v_rgbNE, v_rgbSW, v_rgbSE, v_rgbM);\\n\\n gl_FragColor = color;\\n}\\n\";\n\nexport { fragment as default };\n//# sourceMappingURL=fxaa2.mjs.map\n","import { Filter } from '@pixi/core';\nimport vertex from './fxaa.mjs';\nimport fragment from './fxaa2.mjs';\n\nclass FXAAFilter extends Filter {\n constructor() {\n super(vertex, fragment);\n }\n}\n\nexport { FXAAFilter };\n//# sourceMappingURL=FXAAFilter.mjs.map\n","var fragment = \"precision highp float;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform float uNoise;\\nuniform float uSeed;\\nuniform sampler2D uSampler;\\n\\nfloat rand(vec2 co)\\n{\\n return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);\\n}\\n\\nvoid main()\\n{\\n vec4 color = texture2D(uSampler, vTextureCoord);\\n float randomValue = rand(gl_FragCoord.xy * uSeed);\\n float diff = (randomValue - 0.5) * uNoise;\\n\\n // Un-premultiply alpha before applying the color matrix. See issue #3539.\\n if (color.a > 0.0) {\\n color.rgb /= color.a;\\n }\\n\\n color.r += diff;\\n color.g += diff;\\n color.b += diff;\\n\\n // Premultiply alpha again.\\n color.rgb *= color.a;\\n\\n gl_FragColor = color;\\n}\\n\";\n\nexport { fragment as default };\n//# sourceMappingURL=noise.mjs.map\n","import { Filter, defaultFilterVertex } from '@pixi/core';\nimport fragment from './noise.mjs';\n\nclass NoiseFilter extends Filter {\n constructor(noise = 0.5, seed = Math.random()) {\n super(defaultFilterVertex, fragment, {\n uNoise: 0,\n uSeed: 0\n });\n this.noise = noise;\n this.seed = seed;\n }\n get noise() {\n return this.uniforms.uNoise;\n }\n set noise(value) {\n this.uniforms.uNoise = value;\n }\n get seed() {\n return this.uniforms.uSeed;\n }\n set seed(value) {\n this.uniforms.uSeed = value;\n }\n}\n\nexport { NoiseFilter };\n//# sourceMappingURL=NoiseFilter.mjs.map\n","import { settings } from '@pixi/core';\nexport { settings } from '@pixi/core';\n\nsettings.SORTABLE_CHILDREN = false;\n//# sourceMappingURL=settings.mjs.map\n","import { Rectangle } from '@pixi/core';\n\nclass Bounds {\n constructor() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n this.rect = null;\n this.updateID = -1;\n }\n isEmpty() {\n return this.minX > this.maxX || this.minY > this.maxY;\n }\n clear() {\n this.minX = Infinity;\n this.minY = Infinity;\n this.maxX = -Infinity;\n this.maxY = -Infinity;\n }\n getRectangle(rect) {\n if (this.minX > this.maxX || this.minY > this.maxY) {\n return Rectangle.EMPTY;\n }\n rect = rect || new Rectangle(0, 0, 1, 1);\n rect.x = this.minX;\n rect.y = this.minY;\n rect.width = this.maxX - this.minX;\n rect.height = this.maxY - this.minY;\n return rect;\n }\n addPoint(point) {\n this.minX = Math.min(this.minX, point.x);\n this.maxX = Math.max(this.maxX, point.x);\n this.minY = Math.min(this.minY, point.y);\n this.maxY = Math.max(this.maxY, point.y);\n }\n addPointMatrix(matrix, point) {\n const { a, b, c, d, tx, ty } = matrix;\n const x = a * point.x + c * point.y + tx;\n const y = b * point.x + d * point.y + ty;\n this.minX = Math.min(this.minX, x);\n this.maxX = Math.max(this.maxX, x);\n this.minY = Math.min(this.minY, y);\n this.maxY = Math.max(this.maxY, y);\n }\n addQuad(vertices) {\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n let x = vertices[0];\n let y = vertices[1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[2];\n y = vertices[3];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[4];\n y = vertices[5];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = vertices[6];\n y = vertices[7];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n addFrame(transform, x0, y0, x1, y1) {\n this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1);\n }\n addFrameMatrix(matrix, x0, y0, x1, y1) {\n const a = matrix.a;\n const b = matrix.b;\n const c = matrix.c;\n const d = matrix.d;\n const tx = matrix.tx;\n const ty = matrix.ty;\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n let x = a * x0 + c * y0 + tx;\n let y = b * x0 + d * y0 + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = a * x1 + c * y0 + tx;\n y = b * x1 + d * y0 + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = a * x0 + c * y1 + tx;\n y = b * x0 + d * y1 + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n x = a * x1 + c * y1 + tx;\n y = b * x1 + d * y1 + ty;\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n addVertexData(vertexData, beginOffset, endOffset) {\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n for (let i = beginOffset; i < endOffset; i += 2) {\n const x = vertexData[i];\n const y = vertexData[i + 1];\n minX = x < minX ? x : minX;\n minY = y < minY ? y : minY;\n maxX = x > maxX ? x : maxX;\n maxY = y > maxY ? y : maxY;\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n addVertices(transform, vertices, beginOffset, endOffset) {\n this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset);\n }\n addVerticesMatrix(matrix, vertices, beginOffset, endOffset, padX = 0, padY = padX) {\n const a = matrix.a;\n const b = matrix.b;\n const c = matrix.c;\n const d = matrix.d;\n const tx = matrix.tx;\n const ty = matrix.ty;\n let minX = this.minX;\n let minY = this.minY;\n let maxX = this.maxX;\n let maxY = this.maxY;\n for (let i = beginOffset; i < endOffset; i += 2) {\n const rawX = vertices[i];\n const rawY = vertices[i + 1];\n const x = a * rawX + c * rawY + tx;\n const y = d * rawY + b * rawX + ty;\n minX = Math.min(minX, x - padX);\n maxX = Math.max(maxX, x + padX);\n minY = Math.min(minY, y - padY);\n maxY = Math.max(maxY, y + padY);\n }\n this.minX = minX;\n this.minY = minY;\n this.maxX = maxX;\n this.maxY = maxY;\n }\n addBounds(bounds) {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n this.minX = bounds.minX < minX ? bounds.minX : minX;\n this.minY = bounds.minY < minY ? bounds.minY : minY;\n this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX;\n this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY;\n }\n addBoundsMask(bounds, mask) {\n const _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX;\n const _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY;\n const _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX;\n const _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY;\n if (_minX <= _maxX && _minY <= _maxY) {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n }\n addBoundsMatrix(bounds, matrix) {\n this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY);\n }\n addBoundsArea(bounds, area) {\n const _minX = bounds.minX > area.x ? bounds.minX : area.x;\n const _minY = bounds.minY > area.y ? bounds.minY : area.y;\n const _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : area.x + area.width;\n const _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : area.y + area.height;\n if (_minX <= _maxX && _minY <= _maxY) {\n const minX = this.minX;\n const minY = this.minY;\n const maxX = this.maxX;\n const maxY = this.maxY;\n this.minX = _minX < minX ? _minX : minX;\n this.minY = _minY < minY ? _minY : minY;\n this.maxX = _maxX > maxX ? _maxX : maxX;\n this.maxY = _maxY > maxY ? _maxY : maxY;\n }\n }\n pad(paddingX = 0, paddingY = paddingX) {\n if (!this.isEmpty()) {\n this.minX -= paddingX;\n this.maxX += paddingX;\n this.minY -= paddingY;\n this.maxY += paddingY;\n }\n }\n addFramePad(x0, y0, x1, y1, padX, padY) {\n x0 -= padX;\n y0 -= padY;\n x1 += padX;\n y1 += padY;\n this.minX = this.minX < x0 ? this.minX : x0;\n this.maxX = this.maxX > x1 ? this.maxX : x1;\n this.minY = this.minY < y0 ? this.minY : y0;\n this.maxY = this.maxY > y1 ? this.maxY : y1;\n }\n}\n\nexport { Bounds };\n//# sourceMappingURL=Bounds.mjs.map\n","import { utils, Transform, Rectangle, RAD_TO_DEG, DEG_TO_RAD } from '@pixi/core';\nimport { Bounds } from './Bounds.mjs';\n\nclass DisplayObject extends utils.EventEmitter {\n constructor() {\n super();\n this.tempDisplayObjectParent = null;\n this.transform = new Transform();\n this.alpha = 1;\n this.visible = true;\n this.renderable = true;\n this.cullable = false;\n this.cullArea = null;\n this.parent = null;\n this.worldAlpha = 1;\n this._lastSortedIndex = 0;\n this._zIndex = 0;\n this.filterArea = null;\n this.filters = null;\n this._enabledFilters = null;\n this._bounds = new Bounds();\n this._localBounds = null;\n this._boundsID = 0;\n this._boundsRect = null;\n this._localBoundsRect = null;\n this._mask = null;\n this._maskRefCount = 0;\n this._destroyed = false;\n this.isSprite = false;\n this.isMask = false;\n }\n static mixin(source) {\n const keys = Object.keys(source);\n for (let i = 0; i < keys.length; ++i) {\n const propertyName = keys[i];\n Object.defineProperty(DisplayObject.prototype, propertyName, Object.getOwnPropertyDescriptor(source, propertyName));\n }\n }\n get destroyed() {\n return this._destroyed;\n }\n _recursivePostUpdateTransform() {\n if (this.parent) {\n this.parent._recursivePostUpdateTransform();\n this.transform.updateTransform(this.parent.transform);\n } else {\n this.transform.updateTransform(this._tempDisplayObjectParent.transform);\n }\n }\n updateTransform() {\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n }\n getBounds(skipUpdate, rect) {\n if (!skipUpdate) {\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n } else {\n this._recursivePostUpdateTransform();\n this.updateTransform();\n }\n }\n if (this._bounds.updateID !== this._boundsID) {\n this.calculateBounds();\n this._bounds.updateID = this._boundsID;\n }\n if (!rect) {\n if (!this._boundsRect) {\n this._boundsRect = new Rectangle();\n }\n rect = this._boundsRect;\n }\n return this._bounds.getRectangle(rect);\n }\n getLocalBounds(rect) {\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n const transformRef = this.transform;\n const parentRef = this.parent;\n this.parent = null;\n this.transform = this._tempDisplayObjectParent.transform;\n const worldBounds = this._bounds;\n const worldBoundsID = this._boundsID;\n this._bounds = this._localBounds;\n const bounds = this.getBounds(false, rect);\n this.parent = parentRef;\n this.transform = transformRef;\n this._bounds = worldBounds;\n this._bounds.updateID += this._boundsID - worldBoundsID;\n return bounds;\n }\n toGlobal(position, point, skipUpdate = false) {\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n } else {\n this.displayObjectUpdateTransform();\n }\n }\n return this.worldTransform.apply(position, point);\n }\n toLocal(position, from, point, skipUpdate) {\n if (from) {\n position = from.toGlobal(position, point, skipUpdate);\n }\n if (!skipUpdate) {\n this._recursivePostUpdateTransform();\n if (!this.parent) {\n this.parent = this._tempDisplayObjectParent;\n this.displayObjectUpdateTransform();\n this.parent = null;\n } else {\n this.displayObjectUpdateTransform();\n }\n }\n return this.worldTransform.applyInverse(position, point);\n }\n setParent(container) {\n if (!container || !container.addChild) {\n throw new Error(\"setParent: Argument must be a Container\");\n }\n container.addChild(this);\n return container;\n }\n removeFromParent() {\n this.parent?.removeChild(this);\n }\n setTransform(x = 0, y = 0, scaleX = 1, scaleY = 1, rotation = 0, skewX = 0, skewY = 0, pivotX = 0, pivotY = 0) {\n this.position.x = x;\n this.position.y = y;\n this.scale.x = !scaleX ? 1 : scaleX;\n this.scale.y = !scaleY ? 1 : scaleY;\n this.rotation = rotation;\n this.skew.x = skewX;\n this.skew.y = skewY;\n this.pivot.x = pivotX;\n this.pivot.y = pivotY;\n return this;\n }\n destroy(_options) {\n this.removeFromParent();\n this._destroyed = true;\n this.transform = null;\n this.parent = null;\n this._bounds = null;\n this.mask = null;\n this.cullArea = null;\n this.filters = null;\n this.filterArea = null;\n this.hitArea = null;\n this.interactive = false;\n this.interactiveChildren = false;\n this.emit(\"destroyed\");\n this.removeAllListeners();\n }\n get _tempDisplayObjectParent() {\n if (this.tempDisplayObjectParent === null) {\n this.tempDisplayObjectParent = new TemporaryDisplayObject();\n }\n return this.tempDisplayObjectParent;\n }\n enableTempParent() {\n const myParent = this.parent;\n this.parent = this._tempDisplayObjectParent;\n return myParent;\n }\n disableTempParent(cacheParent) {\n this.parent = cacheParent;\n }\n get x() {\n return this.position.x;\n }\n set x(value) {\n this.transform.position.x = value;\n }\n get y() {\n return this.position.y;\n }\n set y(value) {\n this.transform.position.y = value;\n }\n get worldTransform() {\n return this.transform.worldTransform;\n }\n get localTransform() {\n return this.transform.localTransform;\n }\n get position() {\n return this.transform.position;\n }\n set position(value) {\n this.transform.position.copyFrom(value);\n }\n get scale() {\n return this.transform.scale;\n }\n set scale(value) {\n this.transform.scale.copyFrom(value);\n }\n get pivot() {\n return this.transform.pivot;\n }\n set pivot(value) {\n this.transform.pivot.copyFrom(value);\n }\n get skew() {\n return this.transform.skew;\n }\n set skew(value) {\n this.transform.skew.copyFrom(value);\n }\n get rotation() {\n return this.transform.rotation;\n }\n set rotation(value) {\n this.transform.rotation = value;\n }\n get angle() {\n return this.transform.rotation * RAD_TO_DEG;\n }\n set angle(value) {\n this.transform.rotation = value * DEG_TO_RAD;\n }\n get zIndex() {\n return this._zIndex;\n }\n set zIndex(value) {\n this._zIndex = value;\n if (this.parent) {\n this.parent.sortDirty = true;\n }\n }\n get worldVisible() {\n let item = this;\n do {\n if (!item.visible) {\n return false;\n }\n item = item.parent;\n } while (item);\n return true;\n }\n get mask() {\n return this._mask;\n }\n set mask(value) {\n if (this._mask === value) {\n return;\n }\n if (this._mask) {\n const maskObject = this._mask.isMaskData ? this._mask.maskObject : this._mask;\n if (maskObject) {\n maskObject._maskRefCount--;\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = true;\n maskObject.isMask = false;\n }\n }\n }\n this._mask = value;\n if (this._mask) {\n const maskObject = this._mask.isMaskData ? this._mask.maskObject : this._mask;\n if (maskObject) {\n if (maskObject._maskRefCount === 0) {\n maskObject.renderable = false;\n maskObject.isMask = true;\n }\n maskObject._maskRefCount++;\n }\n }\n }\n}\nclass TemporaryDisplayObject extends DisplayObject {\n constructor() {\n super(...arguments);\n this.sortDirty = null;\n }\n}\nDisplayObject.prototype.displayObjectUpdateTransform = DisplayObject.prototype.updateTransform;\n\nexport { DisplayObject, TemporaryDisplayObject };\n//# sourceMappingURL=DisplayObject.mjs.map\n","import { settings, utils, MASK_TYPES } from '@pixi/core';\nimport { DisplayObject } from './DisplayObject.mjs';\n\nfunction sortChildren(a, b) {\n if (a.zIndex === b.zIndex) {\n return a._lastSortedIndex - b._lastSortedIndex;\n }\n return a.zIndex - b.zIndex;\n}\nclass Container extends DisplayObject {\n constructor() {\n super();\n this.children = [];\n this.sortableChildren = settings.SORTABLE_CHILDREN;\n this.sortDirty = false;\n }\n onChildrenChange(_length) {\n }\n addChild(...children) {\n if (children.length > 1) {\n for (let i = 0; i < children.length; i++) {\n this.addChild(children[i]);\n }\n } else {\n const child = children[0];\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n child.transform._parentID = -1;\n this.children.push(child);\n this._boundsID++;\n this.onChildrenChange(this.children.length - 1);\n this.emit(\"childAdded\", child, this, this.children.length - 1);\n child.emit(\"added\", this);\n }\n return children[0];\n }\n addChildAt(child, index) {\n if (index < 0 || index > this.children.length) {\n throw new Error(`${child}addChildAt: The index ${index} supplied is out of bounds ${this.children.length}`);\n }\n if (child.parent) {\n child.parent.removeChild(child);\n }\n child.parent = this;\n this.sortDirty = true;\n child.transform._parentID = -1;\n this.children.splice(index, 0, child);\n this._boundsID++;\n this.onChildrenChange(index);\n child.emit(\"added\", this);\n this.emit(\"childAdded\", child, this, index);\n return child;\n }\n swapChildren(child, child2) {\n if (child === child2) {\n return;\n }\n const index1 = this.getChildIndex(child);\n const index2 = this.getChildIndex(child2);\n this.children[index1] = child2;\n this.children[index2] = child;\n this.onChildrenChange(index1 < index2 ? index1 : index2);\n }\n getChildIndex(child) {\n const index = this.children.indexOf(child);\n if (index === -1) {\n throw new Error(\"The supplied DisplayObject must be a child of the caller\");\n }\n return index;\n }\n setChildIndex(child, index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(`The index ${index} supplied is out of bounds ${this.children.length}`);\n }\n const currentIndex = this.getChildIndex(child);\n utils.removeItems(this.children, currentIndex, 1);\n this.children.splice(index, 0, child);\n this.onChildrenChange(index);\n }\n getChildAt(index) {\n if (index < 0 || index >= this.children.length) {\n throw new Error(`getChildAt: Index (${index}) does not exist.`);\n }\n return this.children[index];\n }\n removeChild(...children) {\n if (children.length > 1) {\n for (let i = 0; i < children.length; i++) {\n this.removeChild(children[i]);\n }\n } else {\n const child = children[0];\n const index = this.children.indexOf(child);\n if (index === -1)\n return null;\n child.parent = null;\n child.transform._parentID = -1;\n utils.removeItems(this.children, index, 1);\n this._boundsID++;\n this.onChildrenChange(index);\n child.emit(\"removed\", this);\n this.emit(\"childRemoved\", child, this, index);\n }\n return children[0];\n }\n removeChildAt(index) {\n const child = this.getChildAt(index);\n child.parent = null;\n child.transform._parentID = -1;\n utils.removeItems(this.children, index, 1);\n this._boundsID++;\n this.onChildrenChange(index);\n child.emit(\"removed\", this);\n this.emit(\"childRemoved\", child, this, index);\n return child;\n }\n removeChildren(beginIndex = 0, endIndex = this.children.length) {\n const begin = beginIndex;\n const end = endIndex;\n const range = end - begin;\n let removed;\n if (range > 0 && range <= end) {\n removed = this.children.splice(begin, range);\n for (let i = 0; i < removed.length; ++i) {\n removed[i].parent = null;\n if (removed[i].transform) {\n removed[i].transform._parentID = -1;\n }\n }\n this._boundsID++;\n this.onChildrenChange(beginIndex);\n for (let i = 0; i < removed.length; ++i) {\n removed[i].emit(\"removed\", this);\n this.emit(\"childRemoved\", removed[i], this, i);\n }\n return removed;\n } else if (range === 0 && this.children.length === 0) {\n return [];\n }\n throw new RangeError(\"removeChildren: numeric values are outside the acceptable range.\");\n }\n sortChildren() {\n let sortRequired = false;\n for (let i = 0, j = this.children.length; i < j; ++i) {\n const child = this.children[i];\n child._lastSortedIndex = i;\n if (!sortRequired && child.zIndex !== 0) {\n sortRequired = true;\n }\n }\n if (sortRequired && this.children.length > 1) {\n this.children.sort(sortChildren);\n }\n this.sortDirty = false;\n }\n updateTransform() {\n if (this.sortableChildren && this.sortDirty) {\n this.sortChildren();\n }\n this._boundsID++;\n this.transform.updateTransform(this.parent.transform);\n this.worldAlpha = this.alpha * this.parent.worldAlpha;\n for (let i = 0, j = this.children.length; i < j; ++i) {\n const child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n calculateBounds() {\n this._bounds.clear();\n this._calculateBounds();\n for (let i = 0; i < this.children.length; i++) {\n const child = this.children[i];\n if (!child.visible || !child.renderable) {\n continue;\n }\n child.calculateBounds();\n if (child._mask) {\n const maskObject = child._mask.isMaskData ? child._mask.maskObject : child._mask;\n if (maskObject) {\n maskObject.calculateBounds();\n this._bounds.addBoundsMask(child._bounds, maskObject._bounds);\n } else {\n this._bounds.addBounds(child._bounds);\n }\n } else if (child.filterArea) {\n this._bounds.addBoundsArea(child._bounds, child.filterArea);\n } else {\n this._bounds.addBounds(child._bounds);\n }\n }\n this._bounds.updateID = this._boundsID;\n }\n getLocalBounds(rect, skipChildrenUpdate = false) {\n const result = super.getLocalBounds(rect);\n if (!skipChildrenUpdate) {\n for (let i = 0, j = this.children.length; i < j; ++i) {\n const child = this.children[i];\n if (child.visible) {\n child.updateTransform();\n }\n }\n }\n return result;\n }\n _calculateBounds() {\n }\n _renderWithCulling(renderer) {\n const sourceFrame = renderer.renderTexture.sourceFrame;\n if (!(sourceFrame.width > 0 && sourceFrame.height > 0)) {\n return;\n }\n let bounds;\n let transform;\n if (this.cullArea) {\n bounds = this.cullArea;\n transform = this.worldTransform;\n } else if (this._render !== Container.prototype._render) {\n bounds = this.getBounds(true);\n }\n if (bounds && sourceFrame.intersects(bounds, transform)) {\n this._render(renderer);\n } else if (this.cullArea) {\n return;\n }\n for (let i = 0, j = this.children.length; i < j; ++i) {\n const child = this.children[i];\n const childCullable = child.cullable;\n child.cullable = childCullable || !this.cullArea;\n child.render(renderer);\n child.cullable = childCullable;\n }\n }\n render(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n if (this._mask || this.filters?.length) {\n this.renderAdvanced(renderer);\n } else if (this.cullable) {\n this._renderWithCulling(renderer);\n } else {\n this._render(renderer);\n for (let i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n }\n renderAdvanced(renderer) {\n const filters = this.filters;\n const mask = this._mask;\n if (filters) {\n if (!this._enabledFilters) {\n this._enabledFilters = [];\n }\n this._enabledFilters.length = 0;\n for (let i = 0; i < filters.length; i++) {\n if (filters[i].enabled) {\n this._enabledFilters.push(filters[i]);\n }\n }\n }\n const flush = filters && this._enabledFilters?.length || mask && (!mask.isMaskData || mask.enabled && (mask.autoDetect || mask.type !== MASK_TYPES.NONE));\n if (flush) {\n renderer.batch.flush();\n }\n if (filters && this._enabledFilters?.length) {\n renderer.filter.push(this, this._enabledFilters);\n }\n if (mask) {\n renderer.mask.push(this, this._mask);\n }\n if (this.cullable) {\n this._renderWithCulling(renderer);\n } else {\n this._render(renderer);\n for (let i = 0, j = this.children.length; i < j; ++i) {\n this.children[i].render(renderer);\n }\n }\n if (flush) {\n renderer.batch.flush();\n }\n if (mask) {\n renderer.mask.pop(this);\n }\n if (filters && this._enabledFilters?.length) {\n renderer.filter.pop();\n }\n }\n _render(_renderer) {\n }\n destroy(options) {\n super.destroy();\n this.sortDirty = false;\n const destroyChildren = typeof options === \"boolean\" ? options : options?.children;\n const oldChildren = this.removeChildren(0, this.children.length);\n if (destroyChildren) {\n for (let i = 0; i < oldChildren.length; ++i) {\n oldChildren[i].destroy(options);\n }\n }\n }\n get width() {\n return this.scale.x * this.getLocalBounds().width;\n }\n set width(value) {\n const width = this.getLocalBounds().width;\n if (width !== 0) {\n this.scale.x = value / width;\n } else {\n this.scale.x = 1;\n }\n this._width = value;\n }\n get height() {\n return this.scale.y * this.getLocalBounds().height;\n }\n set height(value) {\n const height = this.getLocalBounds().height;\n if (height !== 0) {\n this.scale.y = value / height;\n } else {\n this.scale.y = 1;\n }\n this._height = value;\n }\n}\nContainer.prototype.containerUpdateTransform = Container.prototype.updateTransform;\n\nexport { Container };\n//# sourceMappingURL=Container.mjs.map\n","import { Point, ObservablePoint, BLEND_MODES, Texture, settings, utils, Rectangle } from '@pixi/core';\nimport { Container, Bounds } from '@pixi/display';\n\nconst tempPoint = new Point();\nconst indices = new Uint16Array([0, 1, 2, 0, 2, 3]);\nclass Sprite extends Container {\n constructor(texture) {\n super();\n this._anchor = new ObservablePoint(this._onAnchorUpdate, this, texture ? texture.defaultAnchor.x : 0, texture ? texture.defaultAnchor.y : 0);\n this._texture = null;\n this._width = 0;\n this._height = 0;\n this._tint = null;\n this._tintRGB = null;\n this.tint = 16777215;\n this.blendMode = BLEND_MODES.NORMAL;\n this._cachedTint = 16777215;\n this.uvs = null;\n this.texture = texture || Texture.EMPTY;\n this.vertexData = new Float32Array(8);\n this.vertexTrimmedData = null;\n this._transformID = -1;\n this._textureID = -1;\n this._transformTrimmedID = -1;\n this._textureTrimmedID = -1;\n this.indices = indices;\n this.pluginName = \"batch\";\n this.isSprite = true;\n this._roundPixels = settings.ROUND_PIXELS;\n }\n _onTextureUpdate() {\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 16777215;\n if (this._width) {\n this.scale.x = utils.sign(this.scale.x) * this._width / this._texture.orig.width;\n }\n if (this._height) {\n this.scale.y = utils.sign(this.scale.y) * this._height / this._texture.orig.height;\n }\n }\n _onAnchorUpdate() {\n this._transformID = -1;\n this._transformTrimmedID = -1;\n }\n calculateVertices() {\n const texture = this._texture;\n if (this._transformID === this.transform._worldID && this._textureID === texture._updateID) {\n return;\n }\n if (this._textureID !== texture._updateID) {\n this.uvs = this._texture._uvs.uvsFloat32;\n }\n this._transformID = this.transform._worldID;\n this._textureID = texture._updateID;\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n const vertexData = this.vertexData;\n const trim = texture.trim;\n const orig = texture.orig;\n const anchor = this._anchor;\n let w0 = 0;\n let w1 = 0;\n let h0 = 0;\n let h1 = 0;\n if (trim) {\n w1 = trim.x - anchor._x * orig.width;\n w0 = w1 + trim.width;\n h1 = trim.y - anchor._y * orig.height;\n h0 = h1 + trim.height;\n } else {\n w1 = -anchor._x * orig.width;\n w0 = w1 + orig.width;\n h1 = -anchor._y * orig.height;\n h0 = h1 + orig.height;\n }\n vertexData[0] = a * w1 + c * h1 + tx;\n vertexData[1] = d * h1 + b * w1 + ty;\n vertexData[2] = a * w0 + c * h1 + tx;\n vertexData[3] = d * h1 + b * w0 + ty;\n vertexData[4] = a * w0 + c * h0 + tx;\n vertexData[5] = d * h0 + b * w0 + ty;\n vertexData[6] = a * w1 + c * h0 + tx;\n vertexData[7] = d * h0 + b * w1 + ty;\n if (this._roundPixels) {\n const resolution = settings.RESOLUTION;\n for (let i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n }\n calculateTrimmedVertices() {\n if (!this.vertexTrimmedData) {\n this.vertexTrimmedData = new Float32Array(8);\n } else if (this._transformTrimmedID === this.transform._worldID && this._textureTrimmedID === this._texture._updateID) {\n return;\n }\n this._transformTrimmedID = this.transform._worldID;\n this._textureTrimmedID = this._texture._updateID;\n const texture = this._texture;\n const vertexData = this.vertexTrimmedData;\n const orig = texture.orig;\n const anchor = this._anchor;\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n const w1 = -anchor._x * orig.width;\n const w0 = w1 + orig.width;\n const h1 = -anchor._y * orig.height;\n const h0 = h1 + orig.height;\n vertexData[0] = a * w1 + c * h1 + tx;\n vertexData[1] = d * h1 + b * w1 + ty;\n vertexData[2] = a * w0 + c * h1 + tx;\n vertexData[3] = d * h1 + b * w0 + ty;\n vertexData[4] = a * w0 + c * h0 + tx;\n vertexData[5] = d * h0 + b * w0 + ty;\n vertexData[6] = a * w1 + c * h0 + tx;\n vertexData[7] = d * h0 + b * w1 + ty;\n }\n _render(renderer) {\n this.calculateVertices();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n }\n _calculateBounds() {\n const trim = this._texture.trim;\n const orig = this._texture.orig;\n if (!trim || trim.width === orig.width && trim.height === orig.height) {\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n } else {\n this.calculateTrimmedVertices();\n this._bounds.addQuad(this.vertexTrimmedData);\n }\n }\n getLocalBounds(rect) {\n if (this.children.length === 0) {\n if (!this._localBounds) {\n this._localBounds = new Bounds();\n }\n this._localBounds.minX = this._texture.orig.width * -this._anchor._x;\n this._localBounds.minY = this._texture.orig.height * -this._anchor._y;\n this._localBounds.maxX = this._texture.orig.width * (1 - this._anchor._x);\n this._localBounds.maxY = this._texture.orig.height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._localBounds.getRectangle(rect);\n }\n return super.getLocalBounds.call(this, rect);\n }\n containsPoint(point) {\n this.worldTransform.applyInverse(point, tempPoint);\n const width = this._texture.orig.width;\n const height = this._texture.orig.height;\n const x1 = -width * this.anchor.x;\n let y1 = 0;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n y1 = -height * this.anchor.y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n }\n destroy(options) {\n super.destroy(options);\n this._texture.off(\"update\", this._onTextureUpdate, this);\n this._anchor = null;\n const destroyTexture = typeof options === \"boolean\" ? options : options?.texture;\n if (destroyTexture) {\n const destroyBaseTexture = typeof options === \"boolean\" ? options : options?.baseTexture;\n this._texture.destroy(!!destroyBaseTexture);\n }\n this._texture = null;\n }\n static from(source, options) {\n const texture = source instanceof Texture ? source : Texture.from(source, options);\n return new Sprite(texture);\n }\n set roundPixels(value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n }\n get roundPixels() {\n return this._roundPixels;\n }\n get width() {\n return Math.abs(this.scale.x) * this._texture.orig.width;\n }\n set width(value) {\n const s = utils.sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n get height() {\n return Math.abs(this.scale.y) * this._texture.orig.height;\n }\n set height(value) {\n const s = utils.sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n get anchor() {\n return this._anchor;\n }\n set anchor(value) {\n this._anchor.copyFrom(value);\n }\n get tint() {\n return this._tint;\n }\n set tint(value) {\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 65280) + ((value & 255) << 16);\n }\n get texture() {\n return this._texture;\n }\n set texture(value) {\n if (this._texture === value) {\n return;\n }\n if (this._texture) {\n this._texture.off(\"update\", this._onTextureUpdate, this);\n }\n this._texture = value || Texture.EMPTY;\n this._cachedTint = 16777215;\n this._textureID = -1;\n this._textureTrimmedID = -1;\n if (value) {\n if (value.baseTexture.valid) {\n this._onTextureUpdate();\n } else {\n value.once(\"update\", this._onTextureUpdate, this);\n }\n }\n }\n}\n\nexport { Sprite };\n//# sourceMappingURL=Sprite.mjs.map\n","import { Matrix, settings, RenderTexture, utils, BaseTexture, Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\nimport { DisplayObject } from '@pixi/display';\n\nconst _tempMatrix = new Matrix();\nDisplayObject.prototype._cacheAsBitmap = false;\nDisplayObject.prototype._cacheData = null;\nDisplayObject.prototype._cacheAsBitmapResolution = null;\nDisplayObject.prototype._cacheAsBitmapMultisample = null;\nclass CacheData {\n constructor() {\n this.textureCacheId = null;\n this.originalRender = null;\n this.originalRenderCanvas = null;\n this.originalCalculateBounds = null;\n this.originalGetLocalBounds = null;\n this.originalUpdateTransform = null;\n this.originalDestroy = null;\n this.originalMask = null;\n this.originalFilterArea = null;\n this.originalContainsPoint = null;\n this.sprite = null;\n }\n}\nObject.defineProperties(DisplayObject.prototype, {\n cacheAsBitmapResolution: {\n get() {\n return this._cacheAsBitmapResolution;\n },\n set(resolution) {\n if (resolution === this._cacheAsBitmapResolution) {\n return;\n }\n this._cacheAsBitmapResolution = resolution;\n if (this.cacheAsBitmap) {\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n }\n },\n cacheAsBitmapMultisample: {\n get() {\n return this._cacheAsBitmapMultisample;\n },\n set(multisample) {\n if (multisample === this._cacheAsBitmapMultisample) {\n return;\n }\n this._cacheAsBitmapMultisample = multisample;\n if (this.cacheAsBitmap) {\n this.cacheAsBitmap = false;\n this.cacheAsBitmap = true;\n }\n }\n },\n cacheAsBitmap: {\n get() {\n return this._cacheAsBitmap;\n },\n set(value) {\n if (this._cacheAsBitmap === value) {\n return;\n }\n this._cacheAsBitmap = value;\n let data;\n if (value) {\n if (!this._cacheData) {\n this._cacheData = new CacheData();\n }\n data = this._cacheData;\n data.originalRender = this.render;\n data.originalRenderCanvas = this.renderCanvas;\n data.originalUpdateTransform = this.updateTransform;\n data.originalCalculateBounds = this.calculateBounds;\n data.originalGetLocalBounds = this.getLocalBounds;\n data.originalDestroy = this.destroy;\n data.originalContainsPoint = this.containsPoint;\n data.originalMask = this._mask;\n data.originalFilterArea = this.filterArea;\n this.render = this._renderCached;\n this.renderCanvas = this._renderCachedCanvas;\n this.destroy = this._cacheAsBitmapDestroy;\n } else {\n data = this._cacheData;\n if (data.sprite) {\n this._destroyCachedDisplayObject();\n }\n this.render = data.originalRender;\n this.renderCanvas = data.originalRenderCanvas;\n this.calculateBounds = data.originalCalculateBounds;\n this.getLocalBounds = data.originalGetLocalBounds;\n this.destroy = data.originalDestroy;\n this.updateTransform = data.originalUpdateTransform;\n this.containsPoint = data.originalContainsPoint;\n this._mask = data.originalMask;\n this.filterArea = data.originalFilterArea;\n }\n }\n }\n});\nDisplayObject.prototype._renderCached = function _renderCached(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObject(renderer);\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._render(renderer);\n};\nDisplayObject.prototype._initCachedDisplayObject = function _initCachedDisplayObject(renderer) {\n if (this._cacheData?.sprite) {\n return;\n }\n const cacheAlpha = this.alpha;\n this.alpha = 1;\n renderer.batch.flush();\n const bounds = this.getLocalBounds(null, true).clone();\n if (this.filters?.length) {\n const padding = this.filters[0].padding;\n bounds.pad(padding);\n }\n bounds.ceil(settings.RESOLUTION);\n const cachedRenderTexture = renderer.renderTexture.current;\n const cachedSourceFrame = renderer.renderTexture.sourceFrame.clone();\n const cachedDestinationFrame = renderer.renderTexture.destinationFrame.clone();\n const cachedProjectionTransform = renderer.projection.transform;\n const renderTexture = RenderTexture.create({\n width: bounds.width,\n height: bounds.height,\n resolution: this.cacheAsBitmapResolution || renderer.resolution,\n multisample: this.cacheAsBitmapMultisample ?? renderer.multisample\n });\n const textureCacheId = `cacheAsBitmap_${utils.uid()}`;\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n const m = this.transform.localTransform.copyTo(_tempMatrix).invert().translate(-bounds.x, -bounds.y);\n this.render = this._cacheData.originalRender;\n renderer.render(this, { renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n renderer.framebuffer.blit();\n renderer.projection.transform = cachedProjectionTransform;\n renderer.renderTexture.bind(cachedRenderTexture, cachedSourceFrame, cachedDestinationFrame);\n this.render = this._renderCached;\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n const cachedSprite = new Sprite(renderTexture);\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n if (!this.parent) {\n this.enableTempParent();\n this.updateTransform();\n this.disableTempParent(null);\n } else {\n this.updateTransform();\n }\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\nDisplayObject.prototype._renderCachedCanvas = function _renderCachedCanvas(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.renderable) {\n return;\n }\n this._initCachedDisplayObjectCanvas(renderer);\n this._cacheData.sprite.worldAlpha = this.worldAlpha;\n this._cacheData.sprite._renderCanvas(renderer);\n};\nDisplayObject.prototype._initCachedDisplayObjectCanvas = function _initCachedDisplayObjectCanvas(renderer) {\n if (this._cacheData?.sprite) {\n return;\n }\n const bounds = this.getLocalBounds(null, true);\n const cacheAlpha = this.alpha;\n this.alpha = 1;\n const cachedRenderTarget = renderer.canvasContext.activeContext;\n const cachedProjectionTransform = renderer._projTransform;\n bounds.ceil(settings.RESOLUTION);\n const renderTexture = RenderTexture.create({ width: bounds.width, height: bounds.height });\n const textureCacheId = `cacheAsBitmap_${utils.uid()}`;\n this._cacheData.textureCacheId = textureCacheId;\n BaseTexture.addToCache(renderTexture.baseTexture, textureCacheId);\n Texture.addToCache(renderTexture, textureCacheId);\n const m = _tempMatrix;\n this.transform.localTransform.copyTo(m);\n m.invert();\n m.tx -= bounds.x;\n m.ty -= bounds.y;\n this.renderCanvas = this._cacheData.originalRenderCanvas;\n renderer.render(this, { renderTexture, clear: true, transform: m, skipUpdateTransform: false });\n renderer.canvasContext.activeContext = cachedRenderTarget;\n renderer._projTransform = cachedProjectionTransform;\n this.renderCanvas = this._renderCachedCanvas;\n this.updateTransform = this.displayObjectUpdateTransform;\n this.calculateBounds = this._calculateCachedBounds;\n this.getLocalBounds = this._getCachedLocalBounds;\n this._mask = null;\n this.filterArea = null;\n this.alpha = cacheAlpha;\n const cachedSprite = new Sprite(renderTexture);\n cachedSprite.transform.worldTransform = this.transform.worldTransform;\n cachedSprite.anchor.x = -(bounds.x / bounds.width);\n cachedSprite.anchor.y = -(bounds.y / bounds.height);\n cachedSprite.alpha = cacheAlpha;\n cachedSprite._bounds = this._bounds;\n this._cacheData.sprite = cachedSprite;\n this.transform._parentID = -1;\n if (!this.parent) {\n this.parent = renderer._tempDisplayObjectParent;\n this.updateTransform();\n this.parent = null;\n } else {\n this.updateTransform();\n }\n this.containsPoint = cachedSprite.containsPoint.bind(cachedSprite);\n};\nDisplayObject.prototype._calculateCachedBounds = function _calculateCachedBounds() {\n this._bounds.clear();\n this._cacheData.sprite.transform._worldID = this.transform._worldID;\n this._cacheData.sprite._calculateBounds();\n this._bounds.updateID = this._boundsID;\n};\nDisplayObject.prototype._getCachedLocalBounds = function _getCachedLocalBounds() {\n return this._cacheData.sprite.getLocalBounds(null);\n};\nDisplayObject.prototype._destroyCachedDisplayObject = function _destroyCachedDisplayObject() {\n this._cacheData.sprite._texture.destroy(true);\n this._cacheData.sprite = null;\n BaseTexture.removeFromCache(this._cacheData.textureCacheId);\n Texture.removeFromCache(this._cacheData.textureCacheId);\n this._cacheData.textureCacheId = null;\n};\nDisplayObject.prototype._cacheAsBitmapDestroy = function _cacheAsBitmapDestroy(options) {\n this.cacheAsBitmap = false;\n this.destroy(options);\n};\n\nexport { CacheData };\n//# sourceMappingURL=index.mjs.map\n","import { DisplayObject, Container } from '@pixi/display';\n\nDisplayObject.prototype.name = null;\nContainer.prototype.getChildByName = function getChildByName(name, deep) {\n for (let i = 0, j = this.children.length; i < j; i++) {\n if (this.children[i].name === name) {\n return this.children[i];\n }\n }\n if (deep) {\n for (let i = 0, j = this.children.length; i < j; i++) {\n const child = this.children[i];\n if (!child.getChildByName) {\n continue;\n }\n const target = child.getChildByName(name, true);\n if (target) {\n return target;\n }\n }\n }\n return null;\n};\n//# sourceMappingURL=index.mjs.map\n","import { DisplayObject } from '@pixi/display';\nimport { Point } from '@pixi/core';\n\nDisplayObject.prototype.getGlobalPosition = function getGlobalPosition(point = new Point(), skipUpdate = false) {\n if (this.parent) {\n this.parent.toGlobal(this.position, point, skipUpdate);\n } else {\n point.x = this.position.x;\n point.y = this.position.y;\n }\n return point;\n};\n//# sourceMappingURL=index.mjs.map\n","const accessibleTarget = {\n accessible: false,\n accessibleTitle: null,\n accessibleHint: null,\n tabIndex: 0,\n _accessibleActive: false,\n _accessibleDiv: null,\n accessibleType: \"button\",\n accessiblePointerEvents: \"auto\",\n accessibleChildren: true,\n renderId: -1\n};\n\nexport { accessibleTarget };\n//# sourceMappingURL=accessibleTarget.mjs.map\n","import { Point } from '@pixi/core';\n\nclass FederatedEvent {\n constructor(manager) {\n this.bubbles = true;\n this.cancelBubble = true;\n this.cancelable = false;\n this.composed = false;\n this.defaultPrevented = false;\n this.eventPhase = FederatedEvent.prototype.NONE;\n this.propagationStopped = false;\n this.propagationImmediatelyStopped = false;\n this.layer = new Point();\n this.page = new Point();\n this.AT_TARGET = 1;\n this.BUBBLING_PHASE = 2;\n this.CAPTURING_PHASE = 3;\n this.NONE = 0;\n this.manager = manager;\n }\n get layerX() {\n return this.layer.x;\n }\n get layerY() {\n return this.layer.y;\n }\n get pageX() {\n return this.page.x;\n }\n get pageY() {\n return this.page.y;\n }\n get data() {\n return this;\n }\n composedPath() {\n if (this.manager && (!this.path || this.path[this.path.length - 1] !== this.target)) {\n this.path = this.target ? this.manager.propagationPath(this.target) : [];\n }\n return this.path;\n }\n initEvent(_type, _bubbles, _cancelable) {\n throw new Error(\"initEvent() is a legacy DOM API. It is not implemented in the Federated Events API.\");\n }\n initUIEvent(_typeArg, _bubblesArg, _cancelableArg, _viewArg, _detailArg) {\n throw new Error(\"initUIEvent() is a legacy DOM API. It is not implemented in the Federated Events API.\");\n }\n preventDefault() {\n if (this.nativeEvent instanceof Event && this.nativeEvent.cancelable) {\n this.nativeEvent.preventDefault();\n }\n this.defaultPrevented = true;\n }\n stopImmediatePropagation() {\n this.propagationImmediatelyStopped = true;\n }\n stopPropagation() {\n this.propagationStopped = true;\n }\n}\n\nexport { FederatedEvent };\n//# sourceMappingURL=FederatedEvent.mjs.map\n","import { FederatedEvent } from './FederatedEvent.mjs';\nimport { Point } from '@pixi/core';\n\nclass FederatedMouseEvent extends FederatedEvent {\n constructor() {\n super(...arguments);\n this.client = new Point();\n this.movement = new Point();\n this.offset = new Point();\n this.global = new Point();\n this.screen = new Point();\n }\n get clientX() {\n return this.client.x;\n }\n get clientY() {\n return this.client.y;\n }\n get x() {\n return this.clientX;\n }\n get y() {\n return this.clientY;\n }\n get movementX() {\n return this.movement.x;\n }\n get movementY() {\n return this.movement.y;\n }\n get offsetX() {\n return this.offset.x;\n }\n get offsetY() {\n return this.offset.y;\n }\n get globalX() {\n return this.global.x;\n }\n get globalY() {\n return this.global.y;\n }\n get screenX() {\n return this.screen.x;\n }\n get screenY() {\n return this.screen.y;\n }\n getModifierState(key) {\n return \"getModifierState\" in this.nativeEvent && this.nativeEvent.getModifierState(key);\n }\n initMouseEvent(_typeArg, _canBubbleArg, _cancelableArg, _viewArg, _detailArg, _screenXArg, _screenYArg, _clientXArg, _clientYArg, _ctrlKeyArg, _altKeyArg, _shiftKeyArg, _metaKeyArg, _buttonArg, _relatedTargetArg) {\n throw new Error(\"Method not implemented.\");\n }\n}\n\nexport { FederatedMouseEvent };\n//# sourceMappingURL=FederatedMouseEvent.mjs.map\n","import { FederatedMouseEvent } from './FederatedMouseEvent.mjs';\n\nclass FederatedPointerEvent extends FederatedMouseEvent {\n constructor() {\n super(...arguments);\n this.width = 0;\n this.height = 0;\n this.isPrimary = false;\n }\n getCoalescedEvents() {\n if (this.type === \"pointermove\" || this.type === \"mousemove\" || this.type === \"touchmove\") {\n return [this];\n }\n return [];\n }\n getPredictedEvents() {\n throw new Error(\"getPredictedEvents is not supported!\");\n }\n}\n\nexport { FederatedPointerEvent };\n//# sourceMappingURL=FederatedPointerEvent.mjs.map\n","import { FederatedMouseEvent } from './FederatedMouseEvent.mjs';\n\nclass FederatedWheelEvent extends FederatedMouseEvent {\n constructor() {\n super(...arguments);\n this.DOM_DELTA_LINE = 0;\n this.DOM_DELTA_PAGE = 1;\n this.DOM_DELTA_PIXEL = 2;\n }\n}\n\nexport { FederatedWheelEvent };\n//# sourceMappingURL=FederatedWheelEvent.mjs.map\n","import { FederatedMouseEvent } from './FederatedMouseEvent.mjs';\nimport { FederatedPointerEvent } from './FederatedPointerEvent.mjs';\nimport { FederatedWheelEvent } from './FederatedWheelEvent.mjs';\nimport { Point, utils } from '@pixi/core';\n\nconst PROPAGATION_LIMIT = 2048;\nconst tempHitLocation = new Point();\nconst tempLocalMapping = new Point();\nclass EventBoundary {\n constructor(rootTarget) {\n this.dispatch = new utils.EventEmitter();\n this.moveOnAll = false;\n this.mappingState = {\n trackingData: {}\n };\n this.eventPool = /* @__PURE__ */ new Map();\n this.rootTarget = rootTarget;\n this.hitPruneFn = this.hitPruneFn.bind(this);\n this.hitTestFn = this.hitTestFn.bind(this);\n this.mapPointerDown = this.mapPointerDown.bind(this);\n this.mapPointerMove = this.mapPointerMove.bind(this);\n this.mapPointerOut = this.mapPointerOut.bind(this);\n this.mapPointerOver = this.mapPointerOver.bind(this);\n this.mapPointerUp = this.mapPointerUp.bind(this);\n this.mapPointerUpOutside = this.mapPointerUpOutside.bind(this);\n this.mapWheel = this.mapWheel.bind(this);\n this.mappingTable = {};\n this.addEventMapping(\"pointerdown\", this.mapPointerDown);\n this.addEventMapping(\"pointermove\", this.mapPointerMove);\n this.addEventMapping(\"pointerout\", this.mapPointerOut);\n this.addEventMapping(\"pointerleave\", this.mapPointerOut);\n this.addEventMapping(\"pointerover\", this.mapPointerOver);\n this.addEventMapping(\"pointerup\", this.mapPointerUp);\n this.addEventMapping(\"pointerupoutside\", this.mapPointerUpOutside);\n this.addEventMapping(\"wheel\", this.mapWheel);\n }\n addEventMapping(type, fn) {\n if (!this.mappingTable[type]) {\n this.mappingTable[type] = [];\n }\n this.mappingTable[type].push({\n fn,\n priority: 0\n });\n this.mappingTable[type].sort((a, b) => a.priority - b.priority);\n }\n dispatchEvent(e, type) {\n e.propagationStopped = false;\n e.propagationImmediatelyStopped = false;\n this.propagate(e, type);\n this.dispatch.emit(type || e.type, e);\n }\n mapEvent(e) {\n if (!this.rootTarget) {\n return;\n }\n const mappers = this.mappingTable[e.type];\n if (mappers) {\n for (let i = 0, j = mappers.length; i < j; i++) {\n mappers[i].fn(e);\n }\n } else {\n console.warn(`[EventBoundary]: Event mapping not defined for ${e.type}`);\n }\n }\n hitTest(x, y) {\n const invertedPath = this.hitTestRecursive(this.rootTarget, this.rootTarget.interactive, tempHitLocation.set(x, y), this.hitTestFn, this.hitPruneFn);\n return invertedPath && invertedPath[0];\n }\n propagate(e, type) {\n if (!e.target) {\n return;\n }\n const composedPath = e.composedPath();\n e.eventPhase = e.CAPTURING_PHASE;\n for (let i = 0, j = composedPath.length - 1; i < j; i++) {\n e.currentTarget = composedPath[i];\n this.notifyTarget(e, type);\n if (e.propagationStopped || e.propagationImmediatelyStopped)\n return;\n }\n e.eventPhase = e.AT_TARGET;\n e.currentTarget = e.target;\n this.notifyTarget(e, type);\n if (e.propagationStopped || e.propagationImmediatelyStopped)\n return;\n e.eventPhase = e.BUBBLING_PHASE;\n for (let i = composedPath.length - 2; i >= 0; i--) {\n e.currentTarget = composedPath[i];\n this.notifyTarget(e, type);\n if (e.propagationStopped || e.propagationImmediatelyStopped)\n return;\n }\n }\n all(e, type, target = this.rootTarget) {\n e.eventPhase = e.BUBBLING_PHASE;\n const children = target.children;\n if (children) {\n for (let i = 0; i < children.length; i++) {\n this.all(e, type, children[i]);\n }\n }\n e.currentTarget = target;\n this.notifyTarget(e, type);\n }\n propagationPath(target) {\n const propagationPath = [target];\n for (let i = 0; i < PROPAGATION_LIMIT && target !== this.rootTarget; i++) {\n if (!target.parent) {\n throw new Error(\"Cannot find propagation path to disconnected target\");\n }\n propagationPath.push(target.parent);\n target = target.parent;\n }\n propagationPath.reverse();\n return propagationPath;\n }\n hitTestRecursive(currentTarget, interactive, location, testFn, pruneFn) {\n if (!currentTarget || !currentTarget.visible) {\n return null;\n }\n if (pruneFn(currentTarget, location)) {\n return null;\n }\n if (currentTarget.interactiveChildren && currentTarget.children) {\n const children = currentTarget.children;\n for (let i = children.length - 1; i >= 0; i--) {\n const child = children[i];\n const nestedHit = this.hitTestRecursive(child, interactive || child.interactive, location, testFn, pruneFn);\n if (nestedHit) {\n if (nestedHit.length > 0 && !nestedHit[nestedHit.length - 1].parent) {\n continue;\n }\n if (nestedHit.length > 0 || currentTarget.interactive) {\n nestedHit.push(currentTarget);\n }\n return nestedHit;\n }\n }\n }\n if (interactive && testFn(currentTarget, location)) {\n return currentTarget.interactive ? [currentTarget] : [];\n }\n return null;\n }\n hitPruneFn(displayObject, location) {\n if (displayObject.hitArea) {\n displayObject.worldTransform.applyInverse(location, tempLocalMapping);\n if (!displayObject.hitArea.contains(tempLocalMapping.x, tempLocalMapping.y)) {\n return true;\n }\n }\n if (displayObject._mask) {\n const maskObject = displayObject._mask.isMaskData ? displayObject._mask.maskObject : displayObject._mask;\n if (maskObject && !maskObject.containsPoint?.(location)) {\n return true;\n }\n }\n return false;\n }\n hitTestFn(displayObject, location) {\n if (displayObject.hitArea) {\n return true;\n }\n if (displayObject.containsPoint) {\n return displayObject.containsPoint(location);\n }\n return false;\n }\n notifyTarget(e, type) {\n type = type ?? e.type;\n const key = e.eventPhase === e.CAPTURING_PHASE || e.eventPhase === e.AT_TARGET ? `${type}capture` : type;\n this.notifyListeners(e, key);\n if (e.eventPhase === e.AT_TARGET) {\n this.notifyListeners(e, type);\n }\n }\n mapPointerDown(from) {\n if (!(from instanceof FederatedPointerEvent)) {\n console.warn(\"EventBoundary cannot map a non-pointer event as a pointer event\");\n return;\n }\n const e = this.createPointerEvent(from);\n this.dispatchEvent(e, \"pointerdown\");\n if (e.pointerType === \"touch\") {\n this.dispatchEvent(e, \"touchstart\");\n } else if (e.pointerType === \"mouse\" || e.pointerType === \"pen\") {\n const isRightButton = e.button === 2;\n this.dispatchEvent(e, isRightButton ? \"rightdown\" : \"mousedown\");\n }\n const trackingData = this.trackingData(from.pointerId);\n trackingData.pressTargetsByButton[from.button] = e.composedPath();\n this.freeEvent(e);\n }\n mapPointerMove(from) {\n if (!(from instanceof FederatedPointerEvent)) {\n console.warn(\"EventBoundary cannot map a non-pointer event as a pointer event\");\n return;\n }\n const e = this.createPointerEvent(from);\n const isMouse = e.pointerType === \"mouse\" || e.pointerType === \"pen\";\n const trackingData = this.trackingData(from.pointerId);\n const outTarget = this.findMountedTarget(trackingData.overTargets);\n if (trackingData.overTargets && outTarget !== e.target) {\n const outType = from.type === \"mousemove\" ? \"mouseout\" : \"pointerout\";\n const outEvent = this.createPointerEvent(from, outType, outTarget);\n this.dispatchEvent(outEvent, \"pointerout\");\n if (isMouse)\n this.dispatchEvent(outEvent, \"mouseout\");\n if (!e.composedPath().includes(outTarget)) {\n const leaveEvent = this.createPointerEvent(from, \"pointerleave\", outTarget);\n leaveEvent.eventPhase = leaveEvent.AT_TARGET;\n while (leaveEvent.target && !e.composedPath().includes(leaveEvent.target)) {\n leaveEvent.currentTarget = leaveEvent.target;\n this.notifyTarget(leaveEvent);\n if (isMouse)\n this.notifyTarget(leaveEvent, \"mouseleave\");\n leaveEvent.target = leaveEvent.target.parent;\n }\n this.freeEvent(leaveEvent);\n }\n this.freeEvent(outEvent);\n }\n if (outTarget !== e.target) {\n const overType = from.type === \"mousemove\" ? \"mouseover\" : \"pointerover\";\n const overEvent = this.clonePointerEvent(e, overType);\n this.dispatchEvent(overEvent, \"pointerover\");\n if (isMouse)\n this.dispatchEvent(overEvent, \"mouseover\");\n let overTargetAncestor = outTarget?.parent;\n while (overTargetAncestor && overTargetAncestor !== this.rootTarget.parent) {\n if (overTargetAncestor === e.target)\n break;\n overTargetAncestor = overTargetAncestor.parent;\n }\n const didPointerEnter = !overTargetAncestor || overTargetAncestor === this.rootTarget.parent;\n if (didPointerEnter) {\n const enterEvent = this.clonePointerEvent(e, \"pointerenter\");\n enterEvent.eventPhase = enterEvent.AT_TARGET;\n while (enterEvent.target && enterEvent.target !== outTarget && enterEvent.target !== this.rootTarget.parent) {\n enterEvent.currentTarget = enterEvent.target;\n this.notifyTarget(enterEvent);\n if (isMouse)\n this.notifyTarget(enterEvent, \"mouseenter\");\n enterEvent.target = enterEvent.target.parent;\n }\n this.freeEvent(enterEvent);\n }\n this.freeEvent(overEvent);\n }\n const propagationMethod = this.moveOnAll ? \"all\" : \"dispatchEvent\";\n this[propagationMethod](e, \"pointermove\");\n if (e.pointerType === \"touch\")\n this[propagationMethod](e, \"touchmove\");\n if (isMouse) {\n this[propagationMethod](e, \"mousemove\");\n this.cursor = e.target?.cursor;\n }\n trackingData.overTargets = e.composedPath();\n this.freeEvent(e);\n }\n mapPointerOver(from) {\n if (!(from instanceof FederatedPointerEvent)) {\n console.warn(\"EventBoundary cannot map a non-pointer event as a pointer event\");\n return;\n }\n const trackingData = this.trackingData(from.pointerId);\n const e = this.createPointerEvent(from);\n const isMouse = e.pointerType === \"mouse\" || e.pointerType === \"pen\";\n this.dispatchEvent(e, \"pointerover\");\n if (isMouse)\n this.dispatchEvent(e, \"mouseover\");\n if (e.pointerType === \"mouse\")\n this.cursor = e.target?.cursor;\n const enterEvent = this.clonePointerEvent(e, \"pointerenter\");\n enterEvent.eventPhase = enterEvent.AT_TARGET;\n while (enterEvent.target && enterEvent.target !== this.rootTarget.parent) {\n enterEvent.currentTarget = enterEvent.target;\n this.notifyTarget(enterEvent);\n if (isMouse)\n this.notifyTarget(enterEvent, \"mouseenter\");\n enterEvent.target = enterEvent.target.parent;\n }\n trackingData.overTargets = e.composedPath();\n this.freeEvent(e);\n this.freeEvent(enterEvent);\n }\n mapPointerOut(from) {\n if (!(from instanceof FederatedPointerEvent)) {\n console.warn(\"EventBoundary cannot map a non-pointer event as a pointer event\");\n return;\n }\n const trackingData = this.trackingData(from.pointerId);\n if (trackingData.overTargets) {\n const isMouse = from.pointerType === \"mouse\" || from.pointerType === \"pen\";\n const outTarget = this.findMountedTarget(trackingData.overTargets);\n const outEvent = this.createPointerEvent(from, \"pointerout\", outTarget);\n this.dispatchEvent(outEvent);\n if (isMouse)\n this.dispatchEvent(outEvent, \"mouseout\");\n const leaveEvent = this.createPointerEvent(from, \"pointerleave\", outTarget);\n leaveEvent.eventPhase = leaveEvent.AT_TARGET;\n while (leaveEvent.target && leaveEvent.target !== this.rootTarget.parent) {\n leaveEvent.currentTarget = leaveEvent.target;\n this.notifyTarget(leaveEvent);\n if (isMouse)\n this.notifyTarget(leaveEvent, \"mouseleave\");\n leaveEvent.target = leaveEvent.target.parent;\n }\n trackingData.overTargets = null;\n this.freeEvent(outEvent);\n this.freeEvent(leaveEvent);\n }\n this.cursor = null;\n }\n mapPointerUp(from) {\n if (!(from instanceof FederatedPointerEvent)) {\n console.warn(\"EventBoundary cannot map a non-pointer event as a pointer event\");\n return;\n }\n const now = performance.now();\n const e = this.createPointerEvent(from);\n this.dispatchEvent(e, \"pointerup\");\n if (e.pointerType === \"touch\") {\n this.dispatchEvent(e, \"touchend\");\n } else if (e.pointerType === \"mouse\" || e.pointerType === \"pen\") {\n const isRightButton = e.button === 2;\n this.dispatchEvent(e, isRightButton ? \"rightup\" : \"mouseup\");\n }\n const trackingData = this.trackingData(from.pointerId);\n const pressTarget = this.findMountedTarget(trackingData.pressTargetsByButton[from.button]);\n let clickTarget = pressTarget;\n if (pressTarget && !e.composedPath().includes(pressTarget)) {\n let currentTarget = pressTarget;\n while (currentTarget && !e.composedPath().includes(currentTarget)) {\n e.currentTarget = currentTarget;\n this.notifyTarget(e, \"pointerupoutside\");\n if (e.pointerType === \"touch\") {\n this.notifyTarget(e, \"touchendoutside\");\n } else if (e.pointerType === \"mouse\" || e.pointerType === \"pen\") {\n const isRightButton = e.button === 2;\n this.notifyTarget(e, isRightButton ? \"rightupoutside\" : \"mouseupoutside\");\n }\n currentTarget = currentTarget.parent;\n }\n delete trackingData.pressTargetsByButton[from.button];\n clickTarget = currentTarget;\n }\n if (clickTarget) {\n const clickEvent = this.clonePointerEvent(e, \"click\");\n clickEvent.target = clickTarget;\n clickEvent.path = null;\n if (!trackingData.clicksByButton[from.button]) {\n trackingData.clicksByButton[from.button] = {\n clickCount: 0,\n target: clickEvent.target,\n timeStamp: now\n };\n }\n const clickHistory = trackingData.clicksByButton[from.button];\n if (clickHistory.target === clickEvent.target && now - clickHistory.timeStamp < 200) {\n ++clickHistory.clickCount;\n } else {\n clickHistory.clickCount = 1;\n }\n clickHistory.target = clickEvent.target;\n clickHistory.timeStamp = now;\n clickEvent.detail = clickHistory.clickCount;\n if (clickEvent.pointerType === \"mouse\") {\n this.dispatchEvent(clickEvent, \"click\");\n } else if (clickEvent.pointerType === \"touch\") {\n this.dispatchEvent(clickEvent, \"tap\");\n }\n this.dispatchEvent(clickEvent, \"pointertap\");\n this.freeEvent(clickEvent);\n }\n this.freeEvent(e);\n }\n mapPointerUpOutside(from) {\n if (!(from instanceof FederatedPointerEvent)) {\n console.warn(\"EventBoundary cannot map a non-pointer event as a pointer event\");\n return;\n }\n const trackingData = this.trackingData(from.pointerId);\n const pressTarget = this.findMountedTarget(trackingData.pressTargetsByButton[from.button]);\n const e = this.createPointerEvent(from);\n if (pressTarget) {\n let currentTarget = pressTarget;\n while (currentTarget) {\n e.currentTarget = currentTarget;\n this.notifyTarget(e, \"pointerupoutside\");\n if (e.pointerType === \"touch\") {\n this.notifyTarget(e, \"touchendoutside\");\n } else if (e.pointerType === \"mouse\" || e.pointerType === \"pen\") {\n this.notifyTarget(e, e.button === 2 ? \"rightupoutside\" : \"mouseupoutside\");\n }\n currentTarget = currentTarget.parent;\n }\n delete trackingData.pressTargetsByButton[from.button];\n }\n this.freeEvent(e);\n }\n mapWheel(from) {\n if (!(from instanceof FederatedWheelEvent)) {\n console.warn(\"EventBoundary cannot map a non-wheel event as a wheel event\");\n return;\n }\n const wheelEvent = this.createWheelEvent(from);\n this.dispatchEvent(wheelEvent);\n this.freeEvent(wheelEvent);\n }\n findMountedTarget(propagationPath) {\n if (!propagationPath) {\n return null;\n }\n let currentTarget = propagationPath[0];\n for (let i = 1; i < propagationPath.length; i++) {\n if (propagationPath[i].parent === currentTarget) {\n currentTarget = propagationPath[i];\n } else {\n break;\n }\n }\n return currentTarget;\n }\n createPointerEvent(from, type, target) {\n const event = this.allocateEvent(FederatedPointerEvent);\n this.copyPointerData(from, event);\n this.copyMouseData(from, event);\n this.copyData(from, event);\n event.nativeEvent = from.nativeEvent;\n event.originalEvent = from;\n event.target = target ?? this.hitTest(event.global.x, event.global.y);\n if (typeof type === \"string\") {\n event.type = type;\n }\n return event;\n }\n createWheelEvent(from) {\n const event = this.allocateEvent(FederatedWheelEvent);\n this.copyWheelData(from, event);\n this.copyMouseData(from, event);\n this.copyData(from, event);\n event.nativeEvent = from.nativeEvent;\n event.originalEvent = from;\n event.target = this.hitTest(event.global.x, event.global.y);\n return event;\n }\n clonePointerEvent(from, type) {\n const event = this.allocateEvent(FederatedPointerEvent);\n event.nativeEvent = from.nativeEvent;\n event.originalEvent = from.originalEvent;\n this.copyPointerData(from, event);\n this.copyMouseData(from, event);\n this.copyData(from, event);\n event.target = from.target;\n event.path = from.composedPath().slice();\n event.type = type ?? event.type;\n return event;\n }\n copyWheelData(from, to) {\n to.deltaMode = from.deltaMode;\n to.deltaX = from.deltaX;\n to.deltaY = from.deltaY;\n to.deltaZ = from.deltaZ;\n }\n copyPointerData(from, to) {\n if (!(from instanceof FederatedPointerEvent && to instanceof FederatedPointerEvent))\n return;\n to.pointerId = from.pointerId;\n to.width = from.width;\n to.height = from.height;\n to.isPrimary = from.isPrimary;\n to.pointerType = from.pointerType;\n to.pressure = from.pressure;\n to.tangentialPressure = from.tangentialPressure;\n to.tiltX = from.tiltX;\n to.tiltY = from.tiltY;\n to.twist = from.twist;\n }\n copyMouseData(from, to) {\n if (!(from instanceof FederatedMouseEvent && to instanceof FederatedMouseEvent))\n return;\n to.altKey = from.altKey;\n to.button = from.button;\n to.buttons = from.buttons;\n to.client.copyFrom(from.client);\n to.ctrlKey = from.ctrlKey;\n to.metaKey = from.metaKey;\n to.movement.copyFrom(from.movement);\n to.screen.copyFrom(from.screen);\n to.global.copyFrom(from.global);\n }\n copyData(from, to) {\n to.isTrusted = from.isTrusted;\n to.srcElement = from.srcElement;\n to.timeStamp = performance.now();\n to.type = from.type;\n to.detail = from.detail;\n to.view = from.view;\n to.which = from.which;\n to.layer.copyFrom(from.layer);\n to.page.copyFrom(from.page);\n }\n trackingData(id) {\n if (!this.mappingState.trackingData[id]) {\n this.mappingState.trackingData[id] = {\n pressTargetsByButton: {},\n clicksByButton: {},\n overTarget: null\n };\n }\n return this.mappingState.trackingData[id];\n }\n allocateEvent(constructor) {\n if (!this.eventPool.has(constructor)) {\n this.eventPool.set(constructor, []);\n }\n const event = this.eventPool.get(constructor).pop() || new constructor(this);\n event.eventPhase = event.NONE;\n event.currentTarget = null;\n event.path = null;\n event.target = null;\n return event;\n }\n freeEvent(event) {\n if (event.manager !== this)\n throw new Error(\"It is illegal to free an event not managed by this EventBoundary!\");\n const constructor = event.constructor;\n if (!this.eventPool.has(constructor)) {\n this.eventPool.set(constructor, []);\n }\n this.eventPool.get(constructor).push(event);\n }\n notifyListeners(e, type) {\n const listeners = e.currentTarget._events[type];\n if (!listeners)\n return;\n if (\"fn\" in listeners) {\n listeners.fn.call(listeners.context, e);\n } else {\n for (let i = 0, j = listeners.length; i < j && !e.propagationImmediatelyStopped; i++) {\n listeners[i].fn.call(listeners[i].context, e);\n }\n }\n }\n}\n\nexport { EventBoundary };\n//# sourceMappingURL=EventBoundary.mjs.map\n","import { EventBoundary } from './EventBoundary.mjs';\nimport { FederatedPointerEvent } from './FederatedPointerEvent.mjs';\nimport { FederatedWheelEvent } from './FederatedWheelEvent.mjs';\nimport { ExtensionType, extensions } from '@pixi/core';\n\nconst MOUSE_POINTER_ID = 1;\nconst TOUCH_TO_POINTER = {\n touchstart: \"pointerdown\",\n touchend: \"pointerup\",\n touchendoutside: \"pointerupoutside\",\n touchmove: \"pointermove\",\n touchcancel: \"pointercancel\"\n};\nclass EventSystem {\n constructor(renderer) {\n this.supportsTouchEvents = \"ontouchstart\" in globalThis;\n this.supportsPointerEvents = !!globalThis.PointerEvent;\n this.domElement = null;\n this.resolution = 1;\n this.renderer = renderer;\n this.rootBoundary = new EventBoundary(null);\n this.autoPreventDefault = true;\n this.eventsAdded = false;\n this.rootPointerEvent = new FederatedPointerEvent(null);\n this.rootWheelEvent = new FederatedWheelEvent(null);\n this.cursorStyles = {\n default: \"inherit\",\n pointer: \"pointer\"\n };\n this.onPointerDown = this.onPointerDown.bind(this);\n this.onPointerMove = this.onPointerMove.bind(this);\n this.onPointerUp = this.onPointerUp.bind(this);\n this.onPointerOverOut = this.onPointerOverOut.bind(this);\n this.onWheel = this.onWheel.bind(this);\n }\n init() {\n const { view, resolution } = this.renderer;\n this.setTargetElement(view);\n this.resolution = resolution;\n }\n destroy() {\n this.setTargetElement(null);\n this.renderer = null;\n }\n setCursor(mode) {\n mode = mode || \"default\";\n let applyStyles = true;\n if (globalThis.OffscreenCanvas && this.domElement instanceof OffscreenCanvas) {\n applyStyles = false;\n }\n if (this.currentCursor === mode) {\n return;\n }\n this.currentCursor = mode;\n const style = this.cursorStyles[mode];\n if (style) {\n switch (typeof style) {\n case \"string\":\n if (applyStyles) {\n this.domElement.style.cursor = style;\n }\n break;\n case \"function\":\n style(mode);\n break;\n case \"object\":\n if (applyStyles) {\n Object.assign(this.domElement.style, style);\n }\n break;\n }\n } else if (applyStyles && typeof mode === \"string\" && !Object.prototype.hasOwnProperty.call(this.cursorStyles, mode)) {\n this.domElement.style.cursor = mode;\n }\n }\n onPointerDown(nativeEvent) {\n this.rootBoundary.rootTarget = this.renderer.lastObjectRendered;\n if (this.supportsTouchEvents && nativeEvent.pointerType === \"touch\")\n return;\n const events = this.normalizeToPointerData(nativeEvent);\n if (this.autoPreventDefault && events[0].isNormalized) {\n const cancelable = nativeEvent.cancelable || !(\"cancelable\" in nativeEvent);\n if (cancelable) {\n nativeEvent.preventDefault();\n }\n }\n for (let i = 0, j = events.length; i < j; i++) {\n const nativeEvent2 = events[i];\n const federatedEvent = this.bootstrapEvent(this.rootPointerEvent, nativeEvent2);\n this.rootBoundary.mapEvent(federatedEvent);\n }\n this.setCursor(this.rootBoundary.cursor);\n }\n onPointerMove(nativeEvent) {\n this.rootBoundary.rootTarget = this.renderer.lastObjectRendered;\n if (this.supportsTouchEvents && nativeEvent.pointerType === \"touch\")\n return;\n const normalizedEvents = this.normalizeToPointerData(nativeEvent);\n for (let i = 0, j = normalizedEvents.length; i < j; i++) {\n const event = this.bootstrapEvent(this.rootPointerEvent, normalizedEvents[i]);\n this.rootBoundary.mapEvent(event);\n }\n this.setCursor(this.rootBoundary.cursor);\n }\n onPointerUp(nativeEvent) {\n this.rootBoundary.rootTarget = this.renderer.lastObjectRendered;\n if (this.supportsTouchEvents && nativeEvent.pointerType === \"touch\")\n return;\n let target = nativeEvent.target;\n if (nativeEvent.composedPath && nativeEvent.composedPath().length > 0) {\n target = nativeEvent.composedPath()[0];\n }\n const outside = target !== this.domElement ? \"outside\" : \"\";\n const normalizedEvents = this.normalizeToPointerData(nativeEvent);\n for (let i = 0, j = normalizedEvents.length; i < j; i++) {\n const event = this.bootstrapEvent(this.rootPointerEvent, normalizedEvents[i]);\n event.type += outside;\n this.rootBoundary.mapEvent(event);\n }\n this.setCursor(this.rootBoundary.cursor);\n }\n onPointerOverOut(nativeEvent) {\n this.rootBoundary.rootTarget = this.renderer.lastObjectRendered;\n if (this.supportsTouchEvents && nativeEvent.pointerType === \"touch\")\n return;\n const normalizedEvents = this.normalizeToPointerData(nativeEvent);\n for (let i = 0, j = normalizedEvents.length; i < j; i++) {\n const event = this.bootstrapEvent(this.rootPointerEvent, normalizedEvents[i]);\n this.rootBoundary.mapEvent(event);\n }\n this.setCursor(this.rootBoundary.cursor);\n }\n onWheel(nativeEvent) {\n const wheelEvent = this.normalizeWheelEvent(nativeEvent);\n this.rootBoundary.rootTarget = this.renderer.lastObjectRendered;\n this.rootBoundary.mapEvent(wheelEvent);\n }\n setTargetElement(element) {\n this.removeEvents();\n this.domElement = element;\n this.addEvents();\n }\n addEvents() {\n if (this.eventsAdded || !this.domElement) {\n return;\n }\n const style = this.domElement.style;\n if (style) {\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = \"none\";\n style.msTouchAction = \"none\";\n } else if (this.supportsPointerEvents) {\n style.touchAction = \"none\";\n }\n }\n if (this.supportsPointerEvents) {\n globalThis.document.addEventListener(\"pointermove\", this.onPointerMove, true);\n this.domElement.addEventListener(\"pointerdown\", this.onPointerDown, true);\n this.domElement.addEventListener(\"pointerleave\", this.onPointerOverOut, true);\n this.domElement.addEventListener(\"pointerover\", this.onPointerOverOut, true);\n globalThis.addEventListener(\"pointerup\", this.onPointerUp, true);\n } else {\n globalThis.document.addEventListener(\"mousemove\", this.onPointerMove, true);\n this.domElement.addEventListener(\"mousedown\", this.onPointerDown, true);\n this.domElement.addEventListener(\"mouseout\", this.onPointerOverOut, true);\n this.domElement.addEventListener(\"mouseover\", this.onPointerOverOut, true);\n globalThis.addEventListener(\"mouseup\", this.onPointerUp, true);\n }\n if (this.supportsTouchEvents) {\n this.domElement.addEventListener(\"touchstart\", this.onPointerDown, true);\n this.domElement.addEventListener(\"touchend\", this.onPointerUp, true);\n this.domElement.addEventListener(\"touchmove\", this.onPointerMove, true);\n }\n this.domElement.addEventListener(\"wheel\", this.onWheel, {\n passive: true,\n capture: true\n });\n this.eventsAdded = true;\n }\n removeEvents() {\n if (!this.eventsAdded || !this.domElement) {\n return;\n }\n const style = this.domElement.style;\n if (globalThis.navigator.msPointerEnabled) {\n style.msContentZooming = \"\";\n style.msTouchAction = \"\";\n } else if (this.supportsPointerEvents) {\n style.touchAction = \"\";\n }\n if (this.supportsPointerEvents) {\n globalThis.document.removeEventListener(\"pointermove\", this.onPointerMove, true);\n this.domElement.removeEventListener(\"pointerdown\", this.onPointerDown, true);\n this.domElement.removeEventListener(\"pointerleave\", this.onPointerOverOut, true);\n this.domElement.removeEventListener(\"pointerover\", this.onPointerOverOut, true);\n globalThis.removeEventListener(\"pointerup\", this.onPointerUp, true);\n } else {\n globalThis.document.removeEventListener(\"mousemove\", this.onPointerMove, true);\n this.domElement.removeEventListener(\"mousedown\", this.onPointerDown, true);\n this.domElement.removeEventListener(\"mouseout\", this.onPointerOverOut, true);\n this.domElement.removeEventListener(\"mouseover\", this.onPointerOverOut, true);\n globalThis.removeEventListener(\"mouseup\", this.onPointerUp, true);\n }\n if (this.supportsTouchEvents) {\n this.domElement.removeEventListener(\"touchstart\", this.onPointerDown, true);\n this.domElement.removeEventListener(\"touchend\", this.onPointerUp, true);\n this.domElement.removeEventListener(\"touchmove\", this.onPointerMove, true);\n }\n this.domElement.removeEventListener(\"wheel\", this.onWheel, true);\n this.domElement = null;\n this.eventsAdded = false;\n }\n mapPositionToPoint(point, x, y) {\n let rect;\n if (!this.domElement.parentElement) {\n rect = {\n x: 0,\n y: 0,\n width: this.domElement.width,\n height: this.domElement.height,\n left: 0,\n top: 0\n };\n } else {\n rect = this.domElement.getBoundingClientRect();\n }\n const resolutionMultiplier = 1 / this.resolution;\n point.x = (x - rect.left) * (this.domElement.width / rect.width) * resolutionMultiplier;\n point.y = (y - rect.top) * (this.domElement.height / rect.height) * resolutionMultiplier;\n }\n normalizeToPointerData(event) {\n const normalizedEvents = [];\n if (this.supportsTouchEvents && event instanceof TouchEvent) {\n for (let i = 0, li = event.changedTouches.length; i < li; i++) {\n const touch = event.changedTouches[i];\n if (typeof touch.button === \"undefined\")\n touch.button = 0;\n if (typeof touch.buttons === \"undefined\")\n touch.buttons = 1;\n if (typeof touch.isPrimary === \"undefined\") {\n touch.isPrimary = event.touches.length === 1 && event.type === \"touchstart\";\n }\n if (typeof touch.width === \"undefined\")\n touch.width = touch.radiusX || 1;\n if (typeof touch.height === \"undefined\")\n touch.height = touch.radiusY || 1;\n if (typeof touch.tiltX === \"undefined\")\n touch.tiltX = 0;\n if (typeof touch.tiltY === \"undefined\")\n touch.tiltY = 0;\n if (typeof touch.pointerType === \"undefined\")\n touch.pointerType = \"touch\";\n if (typeof touch.pointerId === \"undefined\")\n touch.pointerId = touch.identifier || 0;\n if (typeof touch.pressure === \"undefined\")\n touch.pressure = touch.force || 0.5;\n if (typeof touch.twist === \"undefined\")\n touch.twist = 0;\n if (typeof touch.tangentialPressure === \"undefined\")\n touch.tangentialPressure = 0;\n if (typeof touch.layerX === \"undefined\")\n touch.layerX = touch.offsetX = touch.clientX;\n if (typeof touch.layerY === \"undefined\")\n touch.layerY = touch.offsetY = touch.clientY;\n touch.isNormalized = true;\n touch.type = event.type;\n normalizedEvents.push(touch);\n }\n } else if (!globalThis.MouseEvent || event instanceof MouseEvent && (!this.supportsPointerEvents || !(event instanceof globalThis.PointerEvent))) {\n const tempEvent = event;\n if (typeof tempEvent.isPrimary === \"undefined\")\n tempEvent.isPrimary = true;\n if (typeof tempEvent.width === \"undefined\")\n tempEvent.width = 1;\n if (typeof tempEvent.height === \"undefined\")\n tempEvent.height = 1;\n if (typeof tempEvent.tiltX === \"undefined\")\n tempEvent.tiltX = 0;\n if (typeof tempEvent.tiltY === \"undefined\")\n tempEvent.tiltY = 0;\n if (typeof tempEvent.pointerType === \"undefined\")\n tempEvent.pointerType = \"mouse\";\n if (typeof tempEvent.pointerId === \"undefined\")\n tempEvent.pointerId = MOUSE_POINTER_ID;\n if (typeof tempEvent.pressure === \"undefined\")\n tempEvent.pressure = 0.5;\n if (typeof tempEvent.twist === \"undefined\")\n tempEvent.twist = 0;\n if (typeof tempEvent.tangentialPressure === \"undefined\")\n tempEvent.tangentialPressure = 0;\n tempEvent.isNormalized = true;\n normalizedEvents.push(tempEvent);\n } else {\n normalizedEvents.push(event);\n }\n return normalizedEvents;\n }\n normalizeWheelEvent(nativeEvent) {\n const event = this.rootWheelEvent;\n this.transferMouseData(event, nativeEvent);\n event.deltaMode = nativeEvent.deltaMode;\n event.deltaX = nativeEvent.deltaX;\n event.deltaY = nativeEvent.deltaY;\n event.deltaZ = nativeEvent.deltaZ;\n this.mapPositionToPoint(event.screen, nativeEvent.clientX, nativeEvent.clientY);\n event.global.copyFrom(event.screen);\n event.offset.copyFrom(event.screen);\n event.nativeEvent = nativeEvent;\n event.type = nativeEvent.type;\n return event;\n }\n bootstrapEvent(event, nativeEvent) {\n event.originalEvent = null;\n event.nativeEvent = nativeEvent;\n event.pointerId = nativeEvent.pointerId;\n event.width = nativeEvent.width;\n event.height = nativeEvent.height;\n event.isPrimary = nativeEvent.isPrimary;\n event.pointerType = nativeEvent.pointerType;\n event.pressure = nativeEvent.pressure;\n event.tangentialPressure = nativeEvent.tangentialPressure;\n event.tiltX = nativeEvent.tiltX;\n event.tiltY = nativeEvent.tiltY;\n event.twist = nativeEvent.twist;\n this.transferMouseData(event, nativeEvent);\n this.mapPositionToPoint(event.screen, nativeEvent.clientX, nativeEvent.clientY);\n event.global.copyFrom(event.screen);\n event.offset.copyFrom(event.screen);\n event.isTrusted = nativeEvent.isTrusted;\n if (event.type === \"pointerleave\") {\n event.type = \"pointerout\";\n }\n if (event.type.startsWith(\"mouse\")) {\n event.type = event.type.replace(\"mouse\", \"pointer\");\n }\n if (event.type.startsWith(\"touch\")) {\n event.type = TOUCH_TO_POINTER[event.type] || event.type;\n }\n return event;\n }\n transferMouseData(event, nativeEvent) {\n event.isTrusted = nativeEvent.isTrusted;\n event.srcElement = nativeEvent.srcElement;\n event.timeStamp = performance.now();\n event.type = nativeEvent.type;\n event.altKey = nativeEvent.altKey;\n event.button = nativeEvent.button;\n event.buttons = nativeEvent.buttons;\n event.client.x = nativeEvent.clientX;\n event.client.y = nativeEvent.clientY;\n event.ctrlKey = nativeEvent.ctrlKey;\n event.metaKey = nativeEvent.metaKey;\n event.movement.x = nativeEvent.movementX;\n event.movement.y = nativeEvent.movementY;\n event.page.x = nativeEvent.pageX;\n event.page.y = nativeEvent.pageY;\n event.relatedTarget = null;\n event.shiftKey = nativeEvent.shiftKey;\n }\n}\nEventSystem.extension = {\n name: \"events\",\n type: [\n ExtensionType.RendererSystem,\n ExtensionType.CanvasRendererSystem\n ]\n};\nextensions.add(EventSystem);\n\nexport { EventSystem };\n//# sourceMappingURL=EventSystem.mjs.map\n","import { DisplayObject } from '@pixi/display';\nimport { FederatedEvent } from './FederatedEvent.mjs';\n\nconst FederatedDisplayObject = {\n interactive: false,\n interactiveChildren: true,\n hitArea: null,\n addEventListener(type, listener, options) {\n const capture = typeof options === \"boolean\" && options || typeof options === \"object\" && options.capture;\n const context = typeof listener === \"function\" ? void 0 : listener;\n type = capture ? `${type}capture` : type;\n listener = typeof listener === \"function\" ? listener : listener.handleEvent;\n this.on(type, listener, context);\n },\n removeEventListener(type, listener, options) {\n const capture = typeof options === \"boolean\" && options || typeof options === \"object\" && options.capture;\n const context = typeof listener === \"function\" ? void 0 : listener;\n type = capture ? `${type}capture` : type;\n listener = typeof listener === \"function\" ? listener : listener.handleEvent;\n this.off(type, listener, context);\n },\n dispatchEvent(e) {\n if (!(e instanceof FederatedEvent)) {\n throw new Error(\"DisplayObject cannot propagate events outside of the Federated Events API\");\n }\n e.defaultPrevented = false;\n e.path = null;\n e.target = this;\n e.manager.dispatchEvent(e);\n return !e.defaultPrevented;\n }\n};\nDisplayObject.mixin(FederatedDisplayObject);\n\nexport { FederatedDisplayObject };\n//# sourceMappingURL=FederatedEventTarget.mjs.map\n","import { utils, ExtensionType, extensions } from '@pixi/core';\nimport { DisplayObject } from '@pixi/display';\nimport { FederatedEvent } from '@pixi/events';\nimport { accessibleTarget } from './accessibleTarget.mjs';\n\nDisplayObject.mixin(accessibleTarget);\nconst KEY_CODE_TAB = 9;\nconst DIV_TOUCH_SIZE = 100;\nconst DIV_TOUCH_POS_X = 0;\nconst DIV_TOUCH_POS_Y = 0;\nconst DIV_TOUCH_ZINDEX = 2;\nconst DIV_HOOK_SIZE = 1;\nconst DIV_HOOK_POS_X = -1e3;\nconst DIV_HOOK_POS_Y = -1e3;\nconst DIV_HOOK_ZINDEX = 2;\nclass AccessibilityManager {\n constructor(renderer) {\n this.debug = false;\n this._isActive = false;\n this._isMobileAccessibility = false;\n this.pool = [];\n this.renderId = 0;\n this.children = [];\n this.androidUpdateCount = 0;\n this.androidUpdateFrequency = 500;\n this._hookDiv = null;\n if (utils.isMobile.tablet || utils.isMobile.phone) {\n this.createTouchHook();\n }\n const div = document.createElement(\"div\");\n div.style.width = `${DIV_TOUCH_SIZE}px`;\n div.style.height = `${DIV_TOUCH_SIZE}px`;\n div.style.position = \"absolute\";\n div.style.top = `${DIV_TOUCH_POS_X}px`;\n div.style.left = `${DIV_TOUCH_POS_Y}px`;\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n this.div = div;\n this.renderer = renderer;\n this._onKeyDown = this._onKeyDown.bind(this);\n this._onMouseMove = this._onMouseMove.bind(this);\n globalThis.addEventListener(\"keydown\", this._onKeyDown, false);\n }\n get isActive() {\n return this._isActive;\n }\n get isMobileAccessibility() {\n return this._isMobileAccessibility;\n }\n createTouchHook() {\n const hookDiv = document.createElement(\"button\");\n hookDiv.style.width = `${DIV_HOOK_SIZE}px`;\n hookDiv.style.height = `${DIV_HOOK_SIZE}px`;\n hookDiv.style.position = \"absolute\";\n hookDiv.style.top = `${DIV_HOOK_POS_X}px`;\n hookDiv.style.left = `${DIV_HOOK_POS_Y}px`;\n hookDiv.style.zIndex = DIV_HOOK_ZINDEX.toString();\n hookDiv.style.backgroundColor = \"#FF0000\";\n hookDiv.title = \"select to enable accessibility for this content\";\n hookDiv.addEventListener(\"focus\", () => {\n this._isMobileAccessibility = true;\n this.activate();\n this.destroyTouchHook();\n });\n document.body.appendChild(hookDiv);\n this._hookDiv = hookDiv;\n }\n destroyTouchHook() {\n if (!this._hookDiv) {\n return;\n }\n document.body.removeChild(this._hookDiv);\n this._hookDiv = null;\n }\n activate() {\n if (this._isActive) {\n return;\n }\n this._isActive = true;\n globalThis.document.addEventListener(\"mousemove\", this._onMouseMove, true);\n globalThis.removeEventListener(\"keydown\", this._onKeyDown, false);\n this.renderer.on(\"postrender\", this.update, this);\n this.renderer.view.parentNode?.appendChild(this.div);\n }\n deactivate() {\n if (!this._isActive || this._isMobileAccessibility) {\n return;\n }\n this._isActive = false;\n globalThis.document.removeEventListener(\"mousemove\", this._onMouseMove, true);\n globalThis.addEventListener(\"keydown\", this._onKeyDown, false);\n this.renderer.off(\"postrender\", this.update);\n this.div.parentNode?.removeChild(this.div);\n }\n updateAccessibleObjects(displayObject) {\n if (!displayObject.visible || !displayObject.accessibleChildren) {\n return;\n }\n if (displayObject.accessible && displayObject.interactive) {\n if (!displayObject._accessibleActive) {\n this.addChild(displayObject);\n }\n displayObject.renderId = this.renderId;\n }\n const children = displayObject.children;\n if (children) {\n for (let i = 0; i < children.length; i++) {\n this.updateAccessibleObjects(children[i]);\n }\n }\n }\n update() {\n const now = performance.now();\n if (utils.isMobile.android.device && now < this.androidUpdateCount) {\n return;\n }\n this.androidUpdateCount = now + this.androidUpdateFrequency;\n if (!this.renderer.renderingToScreen) {\n return;\n }\n if (this.renderer.lastObjectRendered) {\n this.updateAccessibleObjects(this.renderer.lastObjectRendered);\n }\n const { x, y, width, height } = this.renderer.view.getBoundingClientRect();\n const { width: viewWidth, height: viewHeight, resolution } = this.renderer;\n const sx = width / viewWidth * resolution;\n const sy = height / viewHeight * resolution;\n let div = this.div;\n div.style.left = `${x}px`;\n div.style.top = `${y}px`;\n div.style.width = `${viewWidth}px`;\n div.style.height = `${viewHeight}px`;\n for (let i = 0; i < this.children.length; i++) {\n const child = this.children[i];\n if (child.renderId !== this.renderId) {\n child._accessibleActive = false;\n utils.removeItems(this.children, i, 1);\n this.div.removeChild(child._accessibleDiv);\n this.pool.push(child._accessibleDiv);\n child._accessibleDiv = null;\n i--;\n } else {\n div = child._accessibleDiv;\n let hitArea = child.hitArea;\n const wt = child.worldTransform;\n if (child.hitArea) {\n div.style.left = `${(wt.tx + hitArea.x * wt.a) * sx}px`;\n div.style.top = `${(wt.ty + hitArea.y * wt.d) * sy}px`;\n div.style.width = `${hitArea.width * wt.a * sx}px`;\n div.style.height = `${hitArea.height * wt.d * sy}px`;\n } else {\n hitArea = child.getBounds();\n this.capHitArea(hitArea);\n div.style.left = `${hitArea.x * sx}px`;\n div.style.top = `${hitArea.y * sy}px`;\n div.style.width = `${hitArea.width * sx}px`;\n div.style.height = `${hitArea.height * sy}px`;\n if (div.title !== child.accessibleTitle && child.accessibleTitle !== null) {\n div.title = child.accessibleTitle;\n }\n if (div.getAttribute(\"aria-label\") !== child.accessibleHint && child.accessibleHint !== null) {\n div.setAttribute(\"aria-label\", child.accessibleHint);\n }\n }\n if (child.accessibleTitle !== div.title || child.tabIndex !== div.tabIndex) {\n div.title = child.accessibleTitle;\n div.tabIndex = child.tabIndex;\n if (this.debug)\n this.updateDebugHTML(div);\n }\n }\n }\n this.renderId++;\n }\n updateDebugHTML(div) {\n div.innerHTML = `type: ${div.type}</br> title : ${div.title}</br> tabIndex: ${div.tabIndex}`;\n }\n capHitArea(hitArea) {\n if (hitArea.x < 0) {\n hitArea.width += hitArea.x;\n hitArea.x = 0;\n }\n if (hitArea.y < 0) {\n hitArea.height += hitArea.y;\n hitArea.y = 0;\n }\n const { width: viewWidth, height: viewHeight } = this.renderer;\n if (hitArea.x + hitArea.width > viewWidth) {\n hitArea.width = viewWidth - hitArea.x;\n }\n if (hitArea.y + hitArea.height > viewHeight) {\n hitArea.height = viewHeight - hitArea.y;\n }\n }\n addChild(displayObject) {\n let div = this.pool.pop();\n if (!div) {\n div = document.createElement(\"button\");\n div.style.width = `${DIV_TOUCH_SIZE}px`;\n div.style.height = `${DIV_TOUCH_SIZE}px`;\n div.style.backgroundColor = this.debug ? \"rgba(255,255,255,0.5)\" : \"transparent\";\n div.style.position = \"absolute\";\n div.style.zIndex = DIV_TOUCH_ZINDEX.toString();\n div.style.borderStyle = \"none\";\n if (navigator.userAgent.toLowerCase().includes(\"chrome\")) {\n div.setAttribute(\"aria-live\", \"off\");\n } else {\n div.setAttribute(\"aria-live\", \"polite\");\n }\n if (navigator.userAgent.match(/rv:.*Gecko\\//)) {\n div.setAttribute(\"aria-relevant\", \"additions\");\n } else {\n div.setAttribute(\"aria-relevant\", \"text\");\n }\n div.addEventListener(\"click\", this._onClick.bind(this));\n div.addEventListener(\"focus\", this._onFocus.bind(this));\n div.addEventListener(\"focusout\", this._onFocusOut.bind(this));\n }\n div.style.pointerEvents = displayObject.accessiblePointerEvents;\n div.type = displayObject.accessibleType;\n if (displayObject.accessibleTitle && displayObject.accessibleTitle !== null) {\n div.title = displayObject.accessibleTitle;\n } else if (!displayObject.accessibleHint || displayObject.accessibleHint === null) {\n div.title = `displayObject ${displayObject.tabIndex}`;\n }\n if (displayObject.accessibleHint && displayObject.accessibleHint !== null) {\n div.setAttribute(\"aria-label\", displayObject.accessibleHint);\n }\n if (this.debug)\n this.updateDebugHTML(div);\n displayObject._accessibleActive = true;\n displayObject._accessibleDiv = div;\n div.displayObject = displayObject;\n this.children.push(displayObject);\n this.div.appendChild(displayObject._accessibleDiv);\n displayObject._accessibleDiv.tabIndex = displayObject.tabIndex;\n }\n _dispatchEvent(e, type) {\n const { displayObject: target } = e.target;\n const boundry = this.renderer.events.rootBoundary;\n const event = Object.assign(new FederatedEvent(boundry), { target });\n boundry.rootTarget = this.renderer.lastObjectRendered;\n type.forEach((type2) => boundry.dispatchEvent(event, type2));\n }\n _onClick(e) {\n this._dispatchEvent(e, [\"click\", \"pointertap\", \"tap\"]);\n }\n _onFocus(e) {\n if (!e.target.getAttribute(\"aria-live\")) {\n e.target.setAttribute(\"aria-live\", \"assertive\");\n }\n this._dispatchEvent(e, [\"mouseover\"]);\n }\n _onFocusOut(e) {\n if (!e.target.getAttribute(\"aria-live\")) {\n e.target.setAttribute(\"aria-live\", \"polite\");\n }\n this._dispatchEvent(e, [\"mouseout\"]);\n }\n _onKeyDown(e) {\n if (e.keyCode !== KEY_CODE_TAB) {\n return;\n }\n this.activate();\n }\n _onMouseMove(e) {\n if (e.movementX === 0 && e.movementY === 0) {\n return;\n }\n this.deactivate();\n }\n destroy() {\n this.destroyTouchHook();\n this.div = null;\n globalThis.document.removeEventListener(\"mousemove\", this._onMouseMove, true);\n globalThis.removeEventListener(\"keydown\", this._onKeyDown);\n this.pool = null;\n this.children = null;\n this.renderer = null;\n }\n}\nAccessibilityManager.extension = {\n name: \"accessibility\",\n type: [\n ExtensionType.RendererPlugin,\n ExtensionType.CanvasRendererPlugin\n ]\n};\nextensions.add(AccessibilityManager);\n\nexport { AccessibilityManager };\n//# sourceMappingURL=AccessibilityManager.mjs.map\n","import { autoDetectRenderer, extensions, ExtensionType } from '@pixi/core';\nimport { Container } from '@pixi/display';\n\nconst _Application = class {\n constructor(options) {\n this.stage = new Container();\n options = Object.assign({\n forceCanvas: false\n }, options);\n this.renderer = autoDetectRenderer(options);\n _Application._plugins.forEach((plugin) => {\n plugin.init.call(this, options);\n });\n }\n render() {\n this.renderer.render(this.stage);\n }\n get view() {\n return this.renderer.view;\n }\n get screen() {\n return this.renderer.screen;\n }\n destroy(removeView, stageOptions) {\n const plugins = _Application._plugins.slice(0);\n plugins.reverse();\n plugins.forEach((plugin) => {\n plugin.destroy.call(this);\n });\n this.stage.destroy(stageOptions);\n this.stage = null;\n this.renderer.destroy(removeView);\n this.renderer = null;\n }\n};\nlet Application = _Application;\nApplication._plugins = [];\nextensions.handleByList(ExtensionType.Application, Application._plugins);\n\nexport { Application };\n//# sourceMappingURL=Application.mjs.map\n","import { ExtensionType, extensions } from '@pixi/core';\n\nclass ResizePlugin {\n static init(options) {\n Object.defineProperty(this, \"resizeTo\", {\n set(dom) {\n globalThis.removeEventListener(\"resize\", this.queueResize);\n this._resizeTo = dom;\n if (dom) {\n globalThis.addEventListener(\"resize\", this.queueResize);\n this.resize();\n }\n },\n get() {\n return this._resizeTo;\n }\n });\n this.queueResize = () => {\n if (!this._resizeTo) {\n return;\n }\n this.cancelResize();\n this._resizeId = requestAnimationFrame(() => this.resize());\n };\n this.cancelResize = () => {\n if (this._resizeId) {\n cancelAnimationFrame(this._resizeId);\n this._resizeId = null;\n }\n };\n this.resize = () => {\n if (!this._resizeTo) {\n return;\n }\n this.cancelResize();\n let width;\n let height;\n if (this._resizeTo === globalThis.window) {\n width = globalThis.innerWidth;\n height = globalThis.innerHeight;\n } else {\n const { clientWidth, clientHeight } = this._resizeTo;\n width = clientWidth;\n height = clientHeight;\n }\n this.renderer.resize(width, height);\n this.render();\n };\n this._resizeId = null;\n this._resizeTo = null;\n this.resizeTo = options.resizeTo || null;\n }\n static destroy() {\n globalThis.removeEventListener(\"resize\", this.queueResize);\n this.cancelResize();\n this.cancelResize = null;\n this.queueResize = null;\n this.resizeTo = null;\n this.resize = null;\n }\n}\nResizePlugin.extension = ExtensionType.Application;\nextensions.add(ResizePlugin);\n\nexport { ResizePlugin };\n//# sourceMappingURL=ResizePlugin.mjs.map\n","class BackgroundLoader {\n constructor(loader, verbose = false) {\n this._loader = loader;\n this._assetList = [];\n this._isLoading = false;\n this._maxConcurrent = 1;\n this.verbose = verbose;\n }\n add(assetUrls) {\n assetUrls.forEach((a) => {\n this._assetList.push(a);\n });\n if (this.verbose)\n console.log(\"[BackgroundLoader] assets: \", this._assetList);\n if (this._isActive && !this._isLoading) {\n this._next();\n }\n }\n async _next() {\n if (this._assetList.length && this._isActive) {\n this._isLoading = true;\n const toLoad = [];\n const toLoadAmount = Math.min(this._assetList.length, this._maxConcurrent);\n for (let i = 0; i < toLoadAmount; i++) {\n toLoad.push(this._assetList.pop());\n }\n await this._loader.load(toLoad);\n this._isLoading = false;\n this._next();\n }\n }\n get active() {\n return this._isActive;\n }\n set active(value) {\n if (this._isActive === value)\n return;\n this._isActive = value;\n if (value && !this._isLoading) {\n this._next();\n }\n }\n}\n\nexport { BackgroundLoader };\n//# sourceMappingURL=BackgroundLoader.mjs.map\n","const convertToList = (input, transform) => {\n if (!Array.isArray(input)) {\n input = [input];\n }\n if (!transform) {\n return input;\n }\n return input.map((item) => {\n if (typeof item === \"string\") {\n return transform(item);\n }\n return item;\n });\n};\n\nexport { convertToList };\n//# sourceMappingURL=convertToList.mjs.map\n","function processX(base, ids, depth, result, tags) {\n const id = ids[depth];\n for (let i = 0; i < id.length; i++) {\n const value = id[i];\n if (depth < ids.length - 1) {\n processX(base.replace(result[depth], value), ids, depth + 1, result, tags);\n } else {\n tags.push(base.replace(result[depth], value));\n }\n }\n}\nfunction createStringVariations(string) {\n const regex = /\\{(.*?)\\}/g;\n const result = string.match(regex);\n const tags = [];\n if (result) {\n const ids = [];\n result.forEach((vars) => {\n const split = vars.substring(1, vars.length - 1).split(\",\");\n ids.push(split);\n });\n processX(string, ids, 0, result, tags);\n } else {\n tags.push(string);\n }\n return tags;\n}\n\nexport { createStringVariations };\n//# sourceMappingURL=createStringVariations.mjs.map\n","const isSingleItem = (item) => !Array.isArray(item);\n\nexport { isSingleItem };\n//# sourceMappingURL=isSingleItem.mjs.map\n","import { Texture, BaseTexture } from '@pixi/core';\nimport '../utils/index.mjs';\nimport { convertToList } from '../utils/convertToList.mjs';\n\nclass CacheClass {\n constructor() {\n this._parsers = [];\n this._cache = /* @__PURE__ */ new Map();\n this._cacheMap = /* @__PURE__ */ new Map();\n }\n reset() {\n this._cacheMap.clear();\n this._cache.clear();\n }\n has(key) {\n return this._cache.has(key);\n }\n get(key) {\n const result = this._cache.get(key);\n if (!result) {\n }\n return result;\n }\n set(key, value) {\n const keys = convertToList(key);\n let cacheableAssets;\n for (let i = 0; i < this.parsers.length; i++) {\n const parser = this.parsers[i];\n if (parser.test(value)) {\n cacheableAssets = parser.getCacheableAssets(keys, value);\n break;\n }\n }\n if (!cacheableAssets) {\n cacheableAssets = {};\n keys.forEach((key2) => {\n cacheableAssets[key2] = value;\n });\n }\n const cacheKeys = Object.keys(cacheableAssets);\n const cachedAssets = {\n cacheKeys,\n keys\n };\n keys.forEach((key2) => {\n this._cacheMap.set(key2, cachedAssets);\n });\n cacheKeys.forEach((key2) => {\n if (this._cache.has(key2) && this._cache.get(key2) !== value) {\n }\n this._cache.set(key2, cacheableAssets[key2]);\n });\n if (value instanceof Texture) {\n const texture = value;\n keys.forEach((key2) => {\n if (texture.baseTexture !== Texture.EMPTY.baseTexture) {\n BaseTexture.addToCache(texture.baseTexture, key2);\n }\n Texture.addToCache(texture, key2);\n });\n }\n }\n remove(key) {\n this._cacheMap.get(key);\n if (!this._cacheMap.has(key)) {\n return;\n }\n const cacheMap = this._cacheMap.get(key);\n const cacheKeys = cacheMap.cacheKeys;\n cacheKeys.forEach((key2) => {\n this._cache.delete(key2);\n });\n cacheMap.keys.forEach((key2) => {\n this._cacheMap.delete(key2);\n });\n }\n get parsers() {\n return this._parsers;\n }\n}\nconst Cache = new CacheClass();\n\nexport { Cache };\n//# sourceMappingURL=Cache.mjs.map\n","import { utils } from '@pixi/core';\nimport '../utils/index.mjs';\nimport { isSingleItem } from '../utils/isSingleItem.mjs';\nimport { convertToList } from '../utils/convertToList.mjs';\n\nclass Loader {\n constructor() {\n this._parsers = [];\n this.promiseCache = {};\n }\n reset() {\n this.promiseCache = {};\n }\n _getLoadPromiseAndParser(url, data) {\n const result = {\n promise: null,\n parser: null\n };\n result.promise = (async () => {\n let asset = null;\n for (let i = 0; i < this.parsers.length; i++) {\n const parser = this.parsers[i];\n if (parser.load && parser.test?.(url, data, this)) {\n asset = await parser.load(url, data, this);\n result.parser = parser;\n break;\n }\n }\n if (!result.parser) {\n return null;\n }\n for (let i = 0; i < this.parsers.length; i++) {\n const parser = this.parsers[i];\n if (parser.parse) {\n if (parser.parse && await parser.testParse?.(asset, data, this)) {\n asset = await parser.parse(asset, data, this) || asset;\n result.parser = parser;\n }\n }\n }\n return asset;\n })();\n return result;\n }\n async load(assetsToLoadIn, onProgress) {\n let count = 0;\n const assets = {};\n const singleAsset = isSingleItem(assetsToLoadIn);\n const assetsToLoad = convertToList(assetsToLoadIn, (item) => ({\n src: item\n }));\n const total = assetsToLoad.length;\n const promises = assetsToLoad.map(async (asset) => {\n const url = utils.path.toAbsolute(asset.src);\n if (!assets[asset.src]) {\n try {\n if (!this.promiseCache[url]) {\n this.promiseCache[url] = this._getLoadPromiseAndParser(url, asset);\n }\n assets[asset.src] = await this.promiseCache[url].promise;\n if (onProgress)\n onProgress(++count / total);\n } catch (e) {\n delete this.promiseCache[url];\n delete assets[asset.src];\n throw new Error(`[Loader.load] Failed to load ${url}.\n${e}`);\n }\n }\n });\n await Promise.all(promises);\n return singleAsset ? assets[assetsToLoad[0].src] : assets;\n }\n async unload(assetsToUnloadIn) {\n const assetsToUnload = convertToList(assetsToUnloadIn, (item) => ({\n src: item\n }));\n const promises = assetsToUnload.map(async (asset) => {\n const url = utils.path.toAbsolute(asset.src);\n const loadPromise = this.promiseCache[url];\n if (loadPromise) {\n const loadedAsset = await loadPromise.promise;\n loadPromise.parser?.unload?.(loadedAsset, asset, this);\n delete this.promiseCache[url];\n }\n });\n await Promise.all(promises);\n }\n get parsers() {\n return this._parsers;\n }\n}\n\nexport { Loader };\n//# sourceMappingURL=Loader.mjs.map\n","import { utils } from '@pixi/core';\nimport { convertToList } from '../utils/convertToList.mjs';\nimport { createStringVariations } from '../utils/createStringVariations.mjs';\nimport { isSingleItem } from '../utils/isSingleItem.mjs';\n\nclass Resolver {\n constructor() {\n this._assetMap = {};\n this._preferredOrder = [];\n this._parsers = [];\n this._resolverHash = {};\n this._bundles = {};\n }\n prefer(...preferOrders) {\n preferOrders.forEach((prefer) => {\n this._preferredOrder.push(prefer);\n if (!prefer.priority) {\n prefer.priority = Object.keys(prefer.params);\n }\n });\n this._resolverHash = {};\n }\n set basePath(basePath) {\n this._basePath = basePath;\n }\n get basePath() {\n return this._basePath;\n }\n set rootPath(rootPath) {\n this._rootPath = rootPath;\n }\n get rootPath() {\n return this._rootPath;\n }\n get parsers() {\n return this._parsers;\n }\n reset() {\n this._preferredOrder = [];\n this._resolverHash = {};\n this._assetMap = {};\n this._rootPath = null;\n this._basePath = null;\n this._manifest = null;\n }\n addManifest(manifest) {\n if (this._manifest) {\n }\n this._manifest = manifest;\n manifest.bundles.forEach((bundle) => {\n this.addBundle(bundle.name, bundle.assets);\n });\n }\n addBundle(bundleId, assets) {\n const assetNames = [];\n if (Array.isArray(assets)) {\n assets.forEach((asset) => {\n if (typeof asset.name === \"string\") {\n assetNames.push(asset.name);\n } else {\n assetNames.push(...asset.name);\n }\n this.add(asset.name, asset.srcs);\n });\n } else {\n Object.keys(assets).forEach((key) => {\n assetNames.push(key);\n this.add(key, assets[key]);\n });\n }\n this._bundles[bundleId] = assetNames;\n }\n add(keysIn, assetsIn, data) {\n const keys = convertToList(keysIn);\n keys.forEach((key) => {\n if (this._assetMap[key]) {\n }\n });\n if (!Array.isArray(assetsIn)) {\n if (typeof assetsIn === \"string\") {\n assetsIn = createStringVariations(assetsIn);\n } else {\n assetsIn = [assetsIn];\n }\n }\n const assetMap = assetsIn.map((asset) => {\n let formattedAsset = asset;\n if (typeof asset === \"string\") {\n let parsed = false;\n for (let i = 0; i < this._parsers.length; i++) {\n const parser = this._parsers[i];\n if (parser.test(asset)) {\n formattedAsset = parser.parse(asset);\n parsed = true;\n break;\n }\n }\n if (!parsed) {\n formattedAsset = {\n src: asset\n };\n }\n }\n if (!formattedAsset.format) {\n formattedAsset.format = formattedAsset.src.split(\".\").pop();\n }\n if (!formattedAsset.alias) {\n formattedAsset.alias = keys;\n }\n if (this._basePath || this._rootPath) {\n formattedAsset.src = utils.path.toAbsolute(formattedAsset.src, this._basePath, this._rootPath);\n }\n formattedAsset.data = formattedAsset.data ?? data;\n return formattedAsset;\n });\n keys.forEach((key) => {\n this._assetMap[key] = assetMap;\n });\n }\n resolveBundle(bundleIds) {\n const singleAsset = isSingleItem(bundleIds);\n bundleIds = convertToList(bundleIds);\n const out = {};\n bundleIds.forEach((bundleId) => {\n const assetNames = this._bundles[bundleId];\n if (assetNames) {\n out[bundleId] = this.resolve(assetNames);\n }\n });\n return singleAsset ? out[bundleIds[0]] : out;\n }\n resolveUrl(key) {\n const result = this.resolve(key);\n if (typeof key !== \"string\") {\n const out = {};\n for (const i in result) {\n out[i] = result[i].src;\n }\n return out;\n }\n return result.src;\n }\n resolve(keys) {\n const singleAsset = isSingleItem(keys);\n keys = convertToList(keys);\n const result = {};\n keys.forEach((key) => {\n if (!this._resolverHash[key]) {\n if (this._assetMap[key]) {\n let assets = this._assetMap[key];\n const preferredOrder = this._getPreferredOrder(assets);\n const bestAsset = assets[0];\n preferredOrder?.priority.forEach((priorityKey) => {\n preferredOrder.params[priorityKey].forEach((value) => {\n const filteredAssets = assets.filter((asset) => {\n if (asset[priorityKey]) {\n return asset[priorityKey] === value;\n }\n return false;\n });\n if (filteredAssets.length) {\n assets = filteredAssets;\n }\n });\n });\n this._resolverHash[key] = assets[0] ?? bestAsset;\n } else {\n let src = key;\n if (this._basePath || this._rootPath) {\n src = utils.path.toAbsolute(src, this._basePath, this._rootPath);\n }\n this._resolverHash[key] = {\n src\n };\n }\n }\n result[key] = this._resolverHash[key];\n });\n return singleAsset ? result[keys[0]] : result;\n }\n _getPreferredOrder(assets) {\n for (let i = 0; i < assets.length; i++) {\n const asset = assets[0];\n const preferred = this._preferredOrder.find((preference) => preference.params.format.includes(asset.format));\n if (preferred) {\n return preferred;\n }\n }\n return this._preferredOrder[0];\n }\n}\n\nexport { Resolver };\n//# sourceMappingURL=Resolver.mjs.map\n","import { extensions, ExtensionType } from '@pixi/core';\nimport { BackgroundLoader } from './BackgroundLoader.mjs';\nimport { Cache } from './cache/Cache.mjs';\nimport { Loader } from './loader/Loader.mjs';\nimport { Resolver } from './resolver/Resolver.mjs';\nimport { convertToList } from './utils/convertToList.mjs';\nimport { isSingleItem } from './utils/isSingleItem.mjs';\n\nclass AssetsClass {\n constructor() {\n this._detections = [];\n this._initialized = false;\n this.resolver = new Resolver();\n this.loader = new Loader();\n this.cache = Cache;\n this._backgroundLoader = new BackgroundLoader(this.loader);\n this._backgroundLoader.active = true;\n this.reset();\n }\n async init(options = {}) {\n if (this._initialized) {\n return;\n }\n this._initialized = true;\n if (options.basePath) {\n this.resolver.basePath = options.basePath;\n }\n if (options.manifest) {\n let manifest = options.manifest;\n if (typeof manifest === \"string\") {\n manifest = await this.load(manifest);\n }\n this.resolver.addManifest(manifest);\n }\n const resolutionPref = options.texturePreference?.resolution ?? 1;\n const resolution = typeof resolutionPref === \"number\" ? [resolutionPref] : resolutionPref;\n let formats = [];\n if (options.texturePreference?.format) {\n const formatPref = options.texturePreference?.format;\n formats = typeof formatPref === \"string\" ? [formatPref] : formatPref;\n for (const detection of this._detections) {\n if (!await detection.test()) {\n formats = await detection.remove(formats);\n }\n }\n } else {\n for (const detection of this._detections) {\n if (await detection.test()) {\n formats = await detection.add(formats);\n }\n }\n }\n this.resolver.prefer({\n params: {\n format: formats,\n resolution\n }\n });\n }\n add(keysIn, assetsIn, data) {\n this.resolver.add(keysIn, assetsIn, data);\n }\n async load(urls, onProgress) {\n if (!this._initialized) {\n await this.init();\n }\n const singleAsset = isSingleItem(urls);\n const urlArray = convertToList(urls).map((url) => {\n if (typeof url !== \"string\") {\n this.resolver.add(url.src, url);\n return url.src;\n }\n return url;\n });\n const resolveResults = this.resolver.resolve(urlArray);\n const out = await this._mapLoadToResolve(resolveResults, onProgress);\n return singleAsset ? out[urlArray[0]] : out;\n }\n addBundle(bundleId, assets) {\n this.resolver.addBundle(bundleId, assets);\n }\n async loadBundle(bundleIds, onProgress) {\n if (!this._initialized) {\n await this.init();\n }\n let singleAsset = false;\n if (typeof bundleIds === \"string\") {\n singleAsset = true;\n bundleIds = [bundleIds];\n }\n const resolveResults = this.resolver.resolveBundle(bundleIds);\n const out = {};\n const keys = Object.keys(resolveResults);\n let count = 0;\n let total = 0;\n const _onProgress = () => {\n onProgress?.(++count / total);\n };\n const promises = keys.map((bundleId) => {\n const resolveResult = resolveResults[bundleId];\n total += Object.keys(resolveResult).length;\n return this._mapLoadToResolve(resolveResult, _onProgress).then((resolveResult2) => {\n out[bundleId] = resolveResult2;\n });\n });\n await Promise.all(promises);\n return singleAsset ? out[bundleIds[0]] : out;\n }\n async backgroundLoad(urls) {\n if (!this._initialized) {\n await this.init();\n }\n if (typeof urls === \"string\") {\n urls = [urls];\n }\n const resolveResults = this.resolver.resolve(urls);\n this._backgroundLoader.add(Object.values(resolveResults));\n }\n async backgroundLoadBundle(bundleIds) {\n if (!this._initialized) {\n await this.init();\n }\n if (typeof bundleIds === \"string\") {\n bundleIds = [bundleIds];\n }\n const resolveResults = this.resolver.resolveBundle(bundleIds);\n Object.values(resolveResults).forEach((resolveResult) => {\n this._backgroundLoader.add(Object.values(resolveResult));\n });\n }\n reset() {\n this.resolver.reset();\n this.loader.reset();\n this.cache.reset();\n this._initialized = false;\n }\n get(keys) {\n if (typeof keys === \"string\") {\n return Cache.get(keys);\n }\n const assets = {};\n for (let i = 0; i < keys.length; i++) {\n assets[i] = Cache.get(keys[i]);\n }\n return assets;\n }\n async _mapLoadToResolve(resolveResults, onProgress) {\n const resolveArray = Object.values(resolveResults);\n const resolveKeys = Object.keys(resolveResults);\n this._backgroundLoader.active = false;\n const loadedAssets = await this.loader.load(resolveArray, onProgress);\n this._backgroundLoader.active = true;\n const out = {};\n resolveArray.forEach((resolveResult, i) => {\n const asset = loadedAssets[resolveResult.src];\n const keys = [resolveResult.src];\n if (resolveResult.alias) {\n keys.push(...resolveResult.alias);\n }\n out[resolveKeys[i]] = asset;\n Cache.set(keys, asset);\n });\n return out;\n }\n async unload(urls) {\n if (!this._initialized) {\n await this.init();\n }\n const urlArray = convertToList(urls).map((url) => typeof url !== \"string\" ? url.src : url);\n const resolveResults = this.resolver.resolve(urlArray);\n await this._unloadFromResolved(resolveResults);\n }\n async unloadBundle(bundleIds) {\n if (!this._initialized) {\n await this.init();\n }\n bundleIds = convertToList(bundleIds);\n const resolveResults = this.resolver.resolveBundle(bundleIds);\n const promises = Object.keys(resolveResults).map((bundleId) => this._unloadFromResolved(resolveResults[bundleId]));\n await Promise.all(promises);\n }\n async _unloadFromResolved(resolveResult) {\n const resolveArray = Object.values(resolveResult);\n resolveArray.forEach((resolveResult2) => {\n Cache.remove(resolveResult2.src);\n });\n await this.loader.unload(resolveArray);\n }\n get detections() {\n return this._detections;\n }\n}\nconst Assets = new AssetsClass();\nextensions.handleByList(ExtensionType.LoadParser, Assets.loader.parsers).handleByList(ExtensionType.ResolveParser, Assets.resolver.parsers).handleByList(ExtensionType.CacheParser, Assets.cache.parsers).handleByList(ExtensionType.DetectionParser, Assets.detections);\n\nexport { Assets, AssetsClass };\n//# sourceMappingURL=Assets.mjs.map\n","import { ExtensionType, extensions } from '@pixi/core';\n\nconst assetKeyMap = {\n loader: ExtensionType.LoadParser,\n resolver: ExtensionType.ResolveParser,\n cache: ExtensionType.CacheParser,\n detection: ExtensionType.DetectionParser\n};\nextensions.handle(ExtensionType.Asset, (extension) => {\n const ref = extension.ref;\n Object.entries(assetKeyMap).filter(([key]) => !!ref[key]).forEach(([key, type]) => extensions.add(Object.assign(ref[key], { extension: ref[key].extension ?? type })));\n}, (extension) => {\n const ref = extension.ref;\n Object.keys(assetKeyMap).filter((key) => !!ref[key]).forEach((key) => extensions.remove(ref[key]));\n});\n//# sourceMappingURL=AssetExtension.mjs.map\n","import { ExtensionType, Texture, extensions } from '@pixi/core';\n\nconst cacheTextureArray = {\n extension: ExtensionType.CacheParser,\n test: (asset) => Array.isArray(asset) && asset.every((t) => t instanceof Texture),\n getCacheableAssets: (keys, asset) => {\n const out = {};\n keys.forEach((key) => {\n asset.forEach((item, i) => {\n out[key + (i === 0 ? \"\" : i + 1)] = item;\n });\n });\n return out;\n }\n};\nextensions.add(cacheTextureArray);\n\nexport { cacheTextureArray };\n//# sourceMappingURL=cacheTextureArray.mjs.map\n","var LoaderParserPriority = /* @__PURE__ */ ((LoaderParserPriority2) => {\n LoaderParserPriority2[LoaderParserPriority2[\"Low\"] = 0] = \"Low\";\n LoaderParserPriority2[LoaderParserPriority2[\"Normal\"] = 1] = \"Normal\";\n LoaderParserPriority2[LoaderParserPriority2[\"High\"] = 2] = \"High\";\n return LoaderParserPriority2;\n})(LoaderParserPriority || {});\n\nexport { LoaderParserPriority };\n//# sourceMappingURL=LoaderParser.mjs.map\n","import { ExtensionType, utils, settings, extensions } from '@pixi/core';\nimport { LoaderParserPriority } from './LoaderParser.mjs';\n\nconst loadJson = {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.Low\n },\n test(url) {\n return utils.path.extname(url).includes(\".json\");\n },\n async load(url) {\n const response = await settings.ADAPTER.fetch(url);\n const json = await response.json();\n return json;\n }\n};\nextensions.add(loadJson);\n\nexport { loadJson };\n//# sourceMappingURL=loadJson.mjs.map\n","import { ExtensionType, utils, settings, extensions } from '@pixi/core';\nimport { LoaderParserPriority } from './LoaderParser.mjs';\n\nconst loadTxt = {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.Low\n },\n test(url) {\n return utils.path.extname(url).includes(\".txt\");\n },\n async load(url) {\n const response = await settings.ADAPTER.fetch(url);\n const txt = await response.text();\n return txt;\n }\n};\nextensions.add(loadTxt);\n\nexport { loadTxt };\n//# sourceMappingURL=loadTxt.mjs.map\n","import { utils, ExtensionType, settings, extensions } from '@pixi/core';\nimport { LoaderParserPriority } from './LoaderParser.mjs';\n\nconst validWeights = [\n \"normal\",\n \"bold\",\n \"100\",\n \"200\",\n \"300\",\n \"400\",\n \"500\",\n \"600\",\n \"700\",\n \"800\",\n \"900\"\n];\nconst validFonts = [\"woff\", \"woff2\", \"ttf\", \"otf\"];\nfunction getFontFamilyName(url) {\n const ext = utils.path.extname(url);\n const name = utils.path.basename(url, ext);\n const nameWithSpaces = name.replace(/(-|_)/g, \" \");\n const nameTitleCase = nameWithSpaces.toLowerCase().split(\" \").map((word) => word.charAt(0).toUpperCase() + word.slice(1)).join(\" \");\n return nameTitleCase;\n}\nconst loadWebFont = {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.Low\n },\n test(url) {\n const tempURL = url.split(\"?\")[0];\n const extension = tempURL.split(\".\").pop();\n return validFonts.includes(extension);\n },\n async load(url, options) {\n if (!globalThis.navigator.onLine) {\n throw new Error(\"[loadWebFont] Cannot load font - navigator is offline\");\n }\n const fonts = settings.ADAPTER.getFontFaceSet();\n if (fonts) {\n const fontFaces = [];\n const name = options.data?.family ?? getFontFamilyName(url);\n const weights = options.data?.weights?.filter((weight) => validWeights.includes(weight)) ?? [\"normal\"];\n const data = options.data ?? {};\n for (let i = 0; i < weights.length; i++) {\n const weight = weights[i];\n const font = new FontFace(name, `url(${url})`, {\n ...data,\n weight\n });\n await font.load();\n fonts.add(font);\n fontFaces.push(font);\n }\n return fontFaces.length === 1 ? fontFaces[0] : fontFaces;\n }\n return null;\n },\n unload(font) {\n (Array.isArray(font) ? font : [font]).forEach((t) => settings.ADAPTER.getFontFaceSet().delete(t));\n }\n};\nextensions.add(loadWebFont);\n\nexport { getFontFamilyName, loadWebFont };\n//# sourceMappingURL=loadWebFont.mjs.map\n","let UUID = 0;\nlet MAX_WORKERS;\nconst WHITE_PNG = \"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAQAAAC1HAwCAAAAC0lEQVR42mP8/x8AAwMCAO+ip1sAAAAASUVORK5CYII=\";\nconst checkImageBitmapCode = {\n id: \"checkImageBitmap\",\n code: `\n async function checkImageBitmap()\n {\n try\n {\n if (typeof createImageBitmap !== 'function') return false;\n\n const response = await fetch('${WHITE_PNG}');\n const imageBlob = await response.blob();\n const imageBitmap = await createImageBitmap(imageBlob);\n\n return imageBitmap.width === 1 && imageBitmap.height === 1;\n }\n catch (e)\n {\n return false;\n }\n }\n checkImageBitmap().then((result) => { self.postMessage(result); });\n `\n};\nconst workerCode = {\n id: \"loadImageBitmap\",\n code: `\n async function loadImageBitmap(url)\n {\n const response = await fetch(url);\n\n if (!response.ok)\n {\n throw new Error(\\`[WorkerManager.loadImageBitmap] Failed to fetch \\${url}: \\`\n + \\`\\${response.status} \\${response.statusText}\\`);\n }\n\n const imageBlob = await response.blob();\n const imageBitmap = await createImageBitmap(imageBlob);\n\n return imageBitmap;\n }\n self.onmessage = async (event) =>\n {\n try\n {\n const imageBitmap = await loadImageBitmap(event.data.data[0]);\n\n self.postMessage({\n data: imageBitmap,\n uuid: event.data.uuid,\n id: event.data.id,\n }, [imageBitmap]);\n }\n catch(e)\n {\n self.postMessage({\n error: e,\n uuid: event.data.uuid,\n id: event.data.id,\n });\n }\n };`\n};\nlet workerURL;\nclass WorkerManagerClass {\n constructor() {\n this._initialized = false;\n this._createdWorkers = 0;\n this.workerPool = [];\n this.queue = [];\n this.resolveHash = {};\n }\n isImageBitmapSupported() {\n if (this._isImageBitmapSupported !== void 0)\n return this._isImageBitmapSupported;\n this._isImageBitmapSupported = new Promise((resolve) => {\n const workerURL2 = URL.createObjectURL(new Blob([checkImageBitmapCode.code], { type: \"application/javascript\" }));\n const worker = new Worker(workerURL2);\n worker.addEventListener(\"message\", (event) => {\n worker.terminate();\n URL.revokeObjectURL(workerURL2);\n resolve(event.data);\n });\n });\n return this._isImageBitmapSupported;\n }\n loadImageBitmap(src) {\n return this._run(\"loadImageBitmap\", [src]);\n }\n async _initWorkers() {\n if (this._initialized)\n return;\n this._initialized = true;\n }\n getWorker() {\n if (MAX_WORKERS === void 0) {\n MAX_WORKERS = navigator.hardwareConcurrency || 4;\n }\n let worker = this.workerPool.pop();\n if (!worker && this._createdWorkers < MAX_WORKERS) {\n if (!workerURL) {\n workerURL = URL.createObjectURL(new Blob([workerCode.code], { type: \"application/javascript\" }));\n }\n this._createdWorkers++;\n worker = new Worker(workerURL);\n worker.addEventListener(\"message\", (event) => {\n this.complete(event.data);\n this.returnWorker(event.target);\n this.next();\n });\n }\n return worker;\n }\n returnWorker(worker) {\n this.workerPool.push(worker);\n }\n complete(data) {\n if (data.error !== void 0) {\n this.resolveHash[data.uuid].reject(data.error);\n } else {\n this.resolveHash[data.uuid].resolve(data.data);\n }\n this.resolveHash[data.uuid] = null;\n }\n async _run(id, args) {\n await this._initWorkers();\n const promise = new Promise((resolve, reject) => {\n this.queue.push({ id, arguments: args, resolve, reject });\n });\n this.next();\n return promise;\n }\n next() {\n if (!this.queue.length)\n return;\n const worker = this.getWorker();\n if (!worker) {\n return;\n }\n const toDo = this.queue.pop();\n const id = toDo.id;\n this.resolveHash[UUID] = { resolve: toDo.resolve, reject: toDo.reject };\n worker.postMessage({\n data: toDo.arguments,\n uuid: UUID++,\n id\n });\n }\n}\nconst WorkerManager = new WorkerManagerClass();\n\nexport { WorkerManager };\n//# sourceMappingURL=WorkerManager.mjs.map\n","import { utils } from '@pixi/core';\n\nfunction checkExtension(url, extension) {\n const tempURL = url.split(\"?\")[0];\n const ext = utils.path.extname(tempURL).toLowerCase();\n if (Array.isArray(extension)) {\n return extension.includes(ext.toLowerCase());\n }\n return ext.toLowerCase() === extension;\n}\n\nexport { checkExtension };\n//# sourceMappingURL=checkExtension.mjs.map\n","import { Texture } from '@pixi/core';\n\nfunction createTexture(base, loader, url) {\n const texture = new Texture(base);\n texture.baseTexture.on(\"dispose\", () => {\n delete loader.promiseCache[url];\n });\n return texture;\n}\n\nexport { createTexture };\n//# sourceMappingURL=createTexture.mjs.map\n","import { settings, ExtensionType, BaseTexture, utils, extensions } from '@pixi/core';\nimport { LoaderParserPriority } from '../LoaderParser.mjs';\nimport { WorkerManager } from '../WorkerManager.mjs';\nimport { checkExtension } from './utils/checkExtension.mjs';\nimport { createTexture } from './utils/createTexture.mjs';\n\nconst validImages = [\".jpg\", \".png\", \".jpeg\", \".avif\", \".webp\"];\nasync function loadImageBitmap(url) {\n const response = await settings.ADAPTER.fetch(url);\n if (!response.ok) {\n throw new Error(`[loadImageBitmap] Failed to fetch ${url}: ${response.status} ${response.statusText}`);\n }\n const imageBlob = await response.blob();\n const imageBitmap = await createImageBitmap(imageBlob);\n return imageBitmap;\n}\nconst loadTextures = {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.High\n },\n config: {\n preferWorkers: true\n },\n test(url) {\n let isValidBase64Suffix = false;\n for (let i = 0; i < validImages.length; i++) {\n if (url.startsWith(`data:image/${validImages[i].slice(1)}`)) {\n isValidBase64Suffix = true;\n break;\n }\n }\n return isValidBase64Suffix || checkExtension(url, validImages);\n },\n async load(url, asset, loader) {\n let src = null;\n if (globalThis.createImageBitmap) {\n if (this.config.preferWorkers && await WorkerManager.isImageBitmapSupported()) {\n src = await WorkerManager.loadImageBitmap(url);\n } else {\n src = await loadImageBitmap(url);\n }\n } else {\n src = await new Promise((resolve) => {\n src = new Image();\n src.crossOrigin = \"anonymous\";\n src.src = url;\n if (src.complete) {\n resolve(src);\n } else {\n src.onload = () => {\n resolve(src);\n };\n }\n });\n }\n const base = new BaseTexture(src, {\n resolution: utils.getResolutionOfUrl(url),\n ...asset.data\n });\n base.resource.src = url;\n return createTexture(base, loader, url);\n },\n unload(texture) {\n texture.destroy(true);\n }\n};\nextensions.add(loadTextures);\n\nexport { loadImageBitmap, loadTextures };\n//# sourceMappingURL=loadTexture.mjs.map\n","import { ExtensionType, utils, SVGResource, BaseTexture, settings } from '@pixi/core';\nimport { LoaderParserPriority } from '../LoaderParser.mjs';\nimport { loadTextures } from './loadTexture.mjs';\nimport { createTexture } from './utils/createTexture.mjs';\n\nconst loadSVG = {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.High\n },\n test(url) {\n return utils.path.extname(url).includes(\".svg\");\n },\n async testParse(data) {\n return SVGResource.test(data);\n },\n async parse(asset, data, loader) {\n const src = new SVGResource(asset, data?.data?.resourceOptions);\n const base = new BaseTexture(src, {\n resolution: utils.getResolutionOfUrl(asset),\n ...data?.data\n });\n base.resource.src = asset;\n const texture = createTexture(base, loader, asset);\n if (!data?.data?.resourceOptions?.autoLoad) {\n await src.load();\n }\n return texture;\n },\n async load(url, _options) {\n const response = await settings.ADAPTER.fetch(url);\n return response.text();\n },\n unload: loadTextures.unload\n};\n\nexport { loadSVG };\n//# sourceMappingURL=loadSVG.mjs.map\n","import { ExtensionType, settings, extensions } from '@pixi/core';\nimport '../../loader/index.mjs';\nimport { loadTextures } from '../../loader/parsers/textures/loadTexture.mjs';\n\nconst resolveTextureUrl = {\n extension: ExtensionType.ResolveParser,\n test: loadTextures.test,\n parse: (value) => ({\n resolution: parseFloat(settings.RETINA_PREFIX.exec(value)?.[1] ?? \"1\"),\n format: value.split(\".\").pop(),\n src: value\n })\n};\nextensions.add(resolveTextureUrl);\n\nexport { resolveTextureUrl };\n//# sourceMappingURL=resolveTextureUrl.mjs.map\n","import { ExtensionType, settings, extensions } from '@pixi/core';\n\nconst detectAvif = {\n extension: {\n type: ExtensionType.DetectionParser,\n priority: 1\n },\n test: async () => {\n if (!globalThis.createImageBitmap)\n return false;\n const avifData = \"data:image/avif;base64,AAAAIGZ0eXBhdmlmAAAAAGF2aWZtaWYxbWlhZk1BMUIAAADybWV0YQAAAAAAAAAoaGRscgAAAAAAAAAAcGljdAAAAAAAAAAAAAAAAGxpYmF2aWYAAAAADnBpdG0AAAAAAAEAAAAeaWxvYwAAAABEAAABAAEAAAABAAABGgAAAB0AAAAoaWluZgAAAAAAAQAAABppbmZlAgAAAAABAABhdjAxQ29sb3IAAAAAamlwcnAAAABLaXBjbwAAABRpc3BlAAAAAAAAAAIAAAACAAAAEHBpeGkAAAAAAwgICAAAAAxhdjFDgQ0MAAAAABNjb2xybmNseAACAAIAAYAAAAAXaXBtYQAAAAAAAAABAAEEAQKDBAAAACVtZGF0EgAKCBgANogQEAwgMg8f8D///8WfhwB8+ErK42A=\";\n const blob = await settings.ADAPTER.fetch(avifData).then((r) => r.blob());\n return createImageBitmap(blob).then(() => true, () => false);\n },\n add: async (formats) => [...formats, \"avif\"],\n remove: async (formats) => formats.filter((f) => f !== \"avif\")\n};\nextensions.add(detectAvif);\n\nexport { detectAvif };\n//# sourceMappingURL=detectAvif.mjs.map\n","import { ExtensionType, settings, extensions } from '@pixi/core';\n\nconst detectWebp = {\n extension: {\n type: ExtensionType.DetectionParser,\n priority: 0\n },\n test: async () => {\n if (!globalThis.createImageBitmap)\n return false;\n const webpData = \"data:image/webp;base64,UklGRh4AAABXRUJQVlA4TBEAAAAvAAAAAAfQ//73v/+BiOh/AAA=\";\n const blob = await settings.ADAPTER.fetch(webpData).then((r) => r.blob());\n return createImageBitmap(blob).then(() => true, () => false);\n },\n add: async (formats) => [...formats, \"webp\"],\n remove: async (formats) => formats.filter((f) => f !== \"webp\")\n};\nextensions.add(detectWebp);\n\nexport { detectWebp };\n//# sourceMappingURL=detectWebp.mjs.map\n","import { ExtensionType, extensions } from '@pixi/core';\n\nconst imageFormats = [\"png\", \"jpg\", \"jpeg\"];\nconst detectDefaults = {\n extension: {\n type: ExtensionType.DetectionParser,\n priority: -1\n },\n test: () => Promise.resolve(true),\n add: async (formats) => [...formats, ...imageFormats],\n remove: async (formats) => formats.filter((f) => !imageFormats.includes(f))\n};\nextensions.add(detectDefaults);\n\nexport { detectDefaults };\n//# sourceMappingURL=detectDefaults.mjs.map\n","var INTERNAL_FORMATS = /* @__PURE__ */ ((INTERNAL_FORMATS2) => {\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGB_S3TC_DXT1_EXT\"] = 33776] = \"COMPRESSED_RGB_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_S3TC_DXT1_EXT\"] = 33777] = \"COMPRESSED_RGBA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_S3TC_DXT3_EXT\"] = 33778] = \"COMPRESSED_RGBA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_S3TC_DXT5_EXT\"] = 33779] = \"COMPRESSED_RGBA_S3TC_DXT5_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\"] = 35917] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\"] = 35918] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\"] = 35919] = \"COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SRGB_S3TC_DXT1_EXT\"] = 35916] = \"COMPRESSED_SRGB_S3TC_DXT1_EXT\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_R11_EAC\"] = 37488] = \"COMPRESSED_R11_EAC\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SIGNED_R11_EAC\"] = 37489] = \"COMPRESSED_SIGNED_R11_EAC\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RG11_EAC\"] = 37490] = \"COMPRESSED_RG11_EAC\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SIGNED_RG11_EAC\"] = 37491] = \"COMPRESSED_SIGNED_RG11_EAC\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGB8_ETC2\"] = 37492] = \"COMPRESSED_RGB8_ETC2\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA8_ETC2_EAC\"] = 37496] = \"COMPRESSED_RGBA8_ETC2_EAC\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SRGB8_ETC2\"] = 37493] = \"COMPRESSED_SRGB8_ETC2\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\"] = 37497] = \"COMPRESSED_SRGB8_ALPHA8_ETC2_EAC\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37494] = \"COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\"] = 37495] = \"COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\"] = 35840] = \"COMPRESSED_RGB_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\"] = 35842] = \"COMPRESSED_RGBA_PVRTC_4BPPV1_IMG\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\"] = 35841] = \"COMPRESSED_RGB_PVRTC_2BPPV1_IMG\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\"] = 35843] = \"COMPRESSED_RGBA_PVRTC_2BPPV1_IMG\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGB_ETC1_WEBGL\"] = 36196] = \"COMPRESSED_RGB_ETC1_WEBGL\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGB_ATC_WEBGL\"] = 35986] = \"COMPRESSED_RGB_ATC_WEBGL\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\"] = 35986] = \"COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\"] = 34798] = \"COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL\";\n INTERNAL_FORMATS2[INTERNAL_FORMATS2[\"COMPRESSED_RGBA_ASTC_4x4_KHR\"] = 37808] = \"COMPRESSED_RGBA_ASTC_4x4_KHR\";\n return INTERNAL_FORMATS2;\n})(INTERNAL_FORMATS || {});\nconst INTERNAL_FORMAT_TO_BYTES_PER_PIXEL = {\n [33776 /* COMPRESSED_RGB_S3TC_DXT1_EXT */]: 0.5,\n [33777 /* COMPRESSED_RGBA_S3TC_DXT1_EXT */]: 0.5,\n [33778 /* COMPRESSED_RGBA_S3TC_DXT3_EXT */]: 1,\n [33779 /* COMPRESSED_RGBA_S3TC_DXT5_EXT */]: 1,\n [35916 /* COMPRESSED_SRGB_S3TC_DXT1_EXT */]: 0.5,\n [35917 /* COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT */]: 0.5,\n [35918 /* COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT */]: 1,\n [35919 /* COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT */]: 1,\n [37488 /* COMPRESSED_R11_EAC */]: 0.5,\n [37489 /* COMPRESSED_SIGNED_R11_EAC */]: 0.5,\n [37490 /* COMPRESSED_RG11_EAC */]: 1,\n [37491 /* COMPRESSED_SIGNED_RG11_EAC */]: 1,\n [37492 /* COMPRESSED_RGB8_ETC2 */]: 0.5,\n [37496 /* COMPRESSED_RGBA8_ETC2_EAC */]: 1,\n [37493 /* COMPRESSED_SRGB8_ETC2 */]: 0.5,\n [37497 /* COMPRESSED_SRGB8_ALPHA8_ETC2_EAC */]: 1,\n [37494 /* COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 */]: 0.5,\n [37495 /* COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 */]: 0.5,\n [35840 /* COMPRESSED_RGB_PVRTC_4BPPV1_IMG */]: 0.5,\n [35842 /* COMPRESSED_RGBA_PVRTC_4BPPV1_IMG */]: 0.5,\n [35841 /* COMPRESSED_RGB_PVRTC_2BPPV1_IMG */]: 0.25,\n [35843 /* COMPRESSED_RGBA_PVRTC_2BPPV1_IMG */]: 0.25,\n [36196 /* COMPRESSED_RGB_ETC1_WEBGL */]: 0.5,\n [35986 /* COMPRESSED_RGB_ATC_WEBGL */]: 0.5,\n [35986 /* COMPRESSED_RGBA_ATC_EXPLICIT_ALPHA_WEBGL */]: 1,\n [34798 /* COMPRESSED_RGBA_ATC_INTERPOLATED_ALPHA_WEBGL */]: 1,\n [37808 /* COMPRESSED_RGBA_ASTC_4x4_KHR */]: 1\n};\n\nexport { INTERNAL_FORMATS, INTERNAL_FORMAT_TO_BYTES_PER_PIXEL };\n//# sourceMappingURL=const.mjs.map\n","import { BufferResource, ViewableBuffer } from '@pixi/core';\n\nclass BlobResource extends BufferResource {\n constructor(source, options = { width: 1, height: 1, autoLoad: true }) {\n let origin;\n let data;\n if (typeof source === \"string\") {\n origin = source;\n data = new Uint8Array();\n } else {\n origin = null;\n data = source;\n }\n super(data, options);\n this.origin = origin;\n this.buffer = data ? new ViewableBuffer(data) : null;\n if (this.origin && options.autoLoad !== false) {\n this.load();\n }\n if (data?.length) {\n this.loaded = true;\n this.onBlobLoaded(this.buffer.rawBinaryData);\n }\n }\n onBlobLoaded(_data) {\n }\n async load() {\n const response = await fetch(this.origin);\n const blob = await response.blob();\n const arrayBuffer = await blob.arrayBuffer();\n this.data = new Uint32Array(arrayBuffer);\n this.buffer = new ViewableBuffer(arrayBuffer);\n this.loaded = true;\n this.onBlobLoaded(arrayBuffer);\n this.update();\n return this;\n }\n}\n\nexport { BlobResource };\n//# sourceMappingURL=BlobResource.mjs.map\n","import { BlobResource } from './BlobResource.mjs';\nimport { INTERNAL_FORMAT_TO_BYTES_PER_PIXEL } from '../const.mjs';\n\nclass CompressedTextureResource extends BlobResource {\n constructor(source, options) {\n super(source, options);\n this.format = options.format;\n this.levels = options.levels || 1;\n this._width = options.width;\n this._height = options.height;\n this._extension = CompressedTextureResource._formatToExtension(this.format);\n if (options.levelBuffers || this.buffer) {\n this._levelBuffers = options.levelBuffers || CompressedTextureResource._createLevelBuffers(source instanceof Uint8Array ? source : this.buffer.uint8View, this.format, this.levels, 4, 4, this.width, this.height);\n }\n }\n upload(renderer, _texture, _glTexture) {\n const gl = renderer.gl;\n const extension = renderer.context.extensions[this._extension];\n if (!extension) {\n throw new Error(`${this._extension} textures are not supported on the current machine`);\n }\n if (!this._levelBuffers) {\n return false;\n }\n for (let i = 0, j = this.levels; i < j; i++) {\n const { levelID, levelWidth, levelHeight, levelBuffer } = this._levelBuffers[i];\n gl.compressedTexImage2D(gl.TEXTURE_2D, levelID, this.format, levelWidth, levelHeight, 0, levelBuffer);\n }\n return true;\n }\n onBlobLoaded() {\n this._levelBuffers = CompressedTextureResource._createLevelBuffers(this.buffer.uint8View, this.format, this.levels, 4, 4, this.width, this.height);\n }\n static _formatToExtension(format) {\n if (format >= 33776 && format <= 33779) {\n return \"s3tc\";\n } else if (format >= 37488 && format <= 37497) {\n return \"etc\";\n } else if (format >= 35840 && format <= 35843) {\n return \"pvrtc\";\n } else if (format >= 36196) {\n return \"etc1\";\n } else if (format >= 35986 && format <= 34798) {\n return \"atc\";\n }\n throw new Error(\"Invalid (compressed) texture format given!\");\n }\n static _createLevelBuffers(buffer, format, levels, blockWidth, blockHeight, imageWidth, imageHeight) {\n const buffers = new Array(levels);\n let offset = buffer.byteOffset;\n let levelWidth = imageWidth;\n let levelHeight = imageHeight;\n let alignedLevelWidth = levelWidth + blockWidth - 1 & ~(blockWidth - 1);\n let alignedLevelHeight = levelHeight + blockHeight - 1 & ~(blockHeight - 1);\n let levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n for (let i = 0; i < levels; i++) {\n buffers[i] = {\n levelID: i,\n levelWidth: levels > 1 ? levelWidth : alignedLevelWidth,\n levelHeight: levels > 1 ? levelHeight : alignedLevelHeight,\n levelBuffer: new Uint8Array(buffer.buffer, offset, levelSize)\n };\n offset += levelSize;\n levelWidth = levelWidth >> 1 || 1;\n levelHeight = levelHeight >> 1 || 1;\n alignedLevelWidth = levelWidth + blockWidth - 1 & ~(blockWidth - 1);\n alignedLevelHeight = levelHeight + blockHeight - 1 & ~(blockHeight - 1);\n levelSize = alignedLevelWidth * alignedLevelHeight * INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[format];\n }\n return buffers;\n }\n}\n\nexport { CompressedTextureResource };\n//# sourceMappingURL=CompressedTextureResource.mjs.map\n","import { ExtensionType, settings, extensions as extensions$1 } from '@pixi/core';\n\nlet storedGl;\nlet extensions;\nfunction getCompressedTextureExtensions() {\n extensions = {\n s3tc: storedGl.getExtension(\"WEBGL_compressed_texture_s3tc\"),\n s3tc_sRGB: storedGl.getExtension(\"WEBGL_compressed_texture_s3tc_srgb\"),\n etc: storedGl.getExtension(\"WEBGL_compressed_texture_etc\"),\n etc1: storedGl.getExtension(\"WEBGL_compressed_texture_etc1\"),\n pvrtc: storedGl.getExtension(\"WEBGL_compressed_texture_pvrtc\") || storedGl.getExtension(\"WEBKIT_WEBGL_compressed_texture_pvrtc\"),\n atc: storedGl.getExtension(\"WEBGL_compressed_texture_atc\"),\n astc: storedGl.getExtension(\"WEBGL_compressed_texture_astc\")\n };\n}\nconst detectCompressedTextures = {\n extension: {\n type: ExtensionType.DetectionParser,\n priority: 2\n },\n test: async () => {\n const canvas = settings.ADAPTER.createCanvas();\n const gl = canvas.getContext(\"webgl\");\n if (!gl) {\n return false;\n }\n storedGl = gl;\n return true;\n },\n add: async (formats) => {\n if (!extensions)\n getCompressedTextureExtensions();\n const textureFormats = [];\n for (const extensionName in extensions) {\n const extension = extensions[extensionName];\n if (!extension) {\n continue;\n }\n textureFormats.push(extensionName);\n }\n return [...textureFormats, ...formats];\n },\n remove: async (formats) => {\n if (!extensions)\n getCompressedTextureExtensions();\n return formats.filter((f) => !(f in extensions));\n }\n};\nextensions$1.add(detectCompressedTextures);\n\nexport { detectCompressedTextures };\n//# sourceMappingURL=detectCompressedTextures.mjs.map\n","import '../resources/index.mjs';\nimport { INTERNAL_FORMATS, INTERNAL_FORMAT_TO_BYTES_PER_PIXEL } from '../const.mjs';\nimport { CompressedTextureResource } from '../resources/CompressedTextureResource.mjs';\n\nconst DDS_MAGIC_SIZE = 4;\nconst DDS_HEADER_SIZE = 124;\nconst DDS_HEADER_PF_SIZE = 32;\nconst DDS_HEADER_DX10_SIZE = 20;\nconst DDS_MAGIC = 542327876;\nconst DDS_FIELDS = {\n SIZE: 1,\n FLAGS: 2,\n HEIGHT: 3,\n WIDTH: 4,\n MIPMAP_COUNT: 7,\n PIXEL_FORMAT: 19\n};\nconst DDS_PF_FIELDS = {\n SIZE: 0,\n FLAGS: 1,\n FOURCC: 2,\n RGB_BITCOUNT: 3,\n R_BIT_MASK: 4,\n G_BIT_MASK: 5,\n B_BIT_MASK: 6,\n A_BIT_MASK: 7\n};\nconst DDS_DX10_FIELDS = {\n DXGI_FORMAT: 0,\n RESOURCE_DIMENSION: 1,\n MISC_FLAG: 2,\n ARRAY_SIZE: 3,\n MISC_FLAGS2: 4\n};\nvar DXGI_FORMAT = /* @__PURE__ */ ((DXGI_FORMAT2) => {\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_UNKNOWN\"] = 0] = \"DXGI_FORMAT_UNKNOWN\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32A32_TYPELESS\"] = 1] = \"DXGI_FORMAT_R32G32B32A32_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32A32_FLOAT\"] = 2] = \"DXGI_FORMAT_R32G32B32A32_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32A32_UINT\"] = 3] = \"DXGI_FORMAT_R32G32B32A32_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32A32_SINT\"] = 4] = \"DXGI_FORMAT_R32G32B32A32_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32_TYPELESS\"] = 5] = \"DXGI_FORMAT_R32G32B32_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32_FLOAT\"] = 6] = \"DXGI_FORMAT_R32G32B32_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32_UINT\"] = 7] = \"DXGI_FORMAT_R32G32B32_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32B32_SINT\"] = 8] = \"DXGI_FORMAT_R32G32B32_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16B16A16_TYPELESS\"] = 9] = \"DXGI_FORMAT_R16G16B16A16_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16B16A16_FLOAT\"] = 10] = \"DXGI_FORMAT_R16G16B16A16_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16B16A16_UNORM\"] = 11] = \"DXGI_FORMAT_R16G16B16A16_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16B16A16_UINT\"] = 12] = \"DXGI_FORMAT_R16G16B16A16_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16B16A16_SNORM\"] = 13] = \"DXGI_FORMAT_R16G16B16A16_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16B16A16_SINT\"] = 14] = \"DXGI_FORMAT_R16G16B16A16_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32_TYPELESS\"] = 15] = \"DXGI_FORMAT_R32G32_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32_FLOAT\"] = 16] = \"DXGI_FORMAT_R32G32_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32_UINT\"] = 17] = \"DXGI_FORMAT_R32G32_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G32_SINT\"] = 18] = \"DXGI_FORMAT_R32G32_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32G8X24_TYPELESS\"] = 19] = \"DXGI_FORMAT_R32G8X24_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\"] = 20] = \"DXGI_FORMAT_D32_FLOAT_S8X24_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\"] = 21] = \"DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\"] = 22] = \"DXGI_FORMAT_X32_TYPELESS_G8X24_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R10G10B10A2_TYPELESS\"] = 23] = \"DXGI_FORMAT_R10G10B10A2_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R10G10B10A2_UNORM\"] = 24] = \"DXGI_FORMAT_R10G10B10A2_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R10G10B10A2_UINT\"] = 25] = \"DXGI_FORMAT_R10G10B10A2_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R11G11B10_FLOAT\"] = 26] = \"DXGI_FORMAT_R11G11B10_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8B8A8_TYPELESS\"] = 27] = \"DXGI_FORMAT_R8G8B8A8_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8B8A8_UNORM\"] = 28] = \"DXGI_FORMAT_R8G8B8A8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\"] = 29] = \"DXGI_FORMAT_R8G8B8A8_UNORM_SRGB\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8B8A8_UINT\"] = 30] = \"DXGI_FORMAT_R8G8B8A8_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8B8A8_SNORM\"] = 31] = \"DXGI_FORMAT_R8G8B8A8_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8B8A8_SINT\"] = 32] = \"DXGI_FORMAT_R8G8B8A8_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16_TYPELESS\"] = 33] = \"DXGI_FORMAT_R16G16_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16_FLOAT\"] = 34] = \"DXGI_FORMAT_R16G16_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16_UNORM\"] = 35] = \"DXGI_FORMAT_R16G16_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16_UINT\"] = 36] = \"DXGI_FORMAT_R16G16_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16_SNORM\"] = 37] = \"DXGI_FORMAT_R16G16_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16G16_SINT\"] = 38] = \"DXGI_FORMAT_R16G16_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32_TYPELESS\"] = 39] = \"DXGI_FORMAT_R32_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_D32_FLOAT\"] = 40] = \"DXGI_FORMAT_D32_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32_FLOAT\"] = 41] = \"DXGI_FORMAT_R32_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32_UINT\"] = 42] = \"DXGI_FORMAT_R32_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R32_SINT\"] = 43] = \"DXGI_FORMAT_R32_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R24G8_TYPELESS\"] = 44] = \"DXGI_FORMAT_R24G8_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_D24_UNORM_S8_UINT\"] = 45] = \"DXGI_FORMAT_D24_UNORM_S8_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\"] = 46] = \"DXGI_FORMAT_R24_UNORM_X8_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_X24_TYPELESS_G8_UINT\"] = 47] = \"DXGI_FORMAT_X24_TYPELESS_G8_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8_TYPELESS\"] = 48] = \"DXGI_FORMAT_R8G8_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8_UNORM\"] = 49] = \"DXGI_FORMAT_R8G8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8_UINT\"] = 50] = \"DXGI_FORMAT_R8G8_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8_SNORM\"] = 51] = \"DXGI_FORMAT_R8G8_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8_SINT\"] = 52] = \"DXGI_FORMAT_R8G8_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16_TYPELESS\"] = 53] = \"DXGI_FORMAT_R16_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16_FLOAT\"] = 54] = \"DXGI_FORMAT_R16_FLOAT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_D16_UNORM\"] = 55] = \"DXGI_FORMAT_D16_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16_UNORM\"] = 56] = \"DXGI_FORMAT_R16_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16_UINT\"] = 57] = \"DXGI_FORMAT_R16_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16_SNORM\"] = 58] = \"DXGI_FORMAT_R16_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R16_SINT\"] = 59] = \"DXGI_FORMAT_R16_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8_TYPELESS\"] = 60] = \"DXGI_FORMAT_R8_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8_UNORM\"] = 61] = \"DXGI_FORMAT_R8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8_UINT\"] = 62] = \"DXGI_FORMAT_R8_UINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8_SNORM\"] = 63] = \"DXGI_FORMAT_R8_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8_SINT\"] = 64] = \"DXGI_FORMAT_R8_SINT\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_A8_UNORM\"] = 65] = \"DXGI_FORMAT_A8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R1_UNORM\"] = 66] = \"DXGI_FORMAT_R1_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\"] = 67] = \"DXGI_FORMAT_R9G9B9E5_SHAREDEXP\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R8G8_B8G8_UNORM\"] = 68] = \"DXGI_FORMAT_R8G8_B8G8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_G8R8_G8B8_UNORM\"] = 69] = \"DXGI_FORMAT_G8R8_G8B8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC1_TYPELESS\"] = 70] = \"DXGI_FORMAT_BC1_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC1_UNORM\"] = 71] = \"DXGI_FORMAT_BC1_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC1_UNORM_SRGB\"] = 72] = \"DXGI_FORMAT_BC1_UNORM_SRGB\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC2_TYPELESS\"] = 73] = \"DXGI_FORMAT_BC2_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC2_UNORM\"] = 74] = \"DXGI_FORMAT_BC2_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC2_UNORM_SRGB\"] = 75] = \"DXGI_FORMAT_BC2_UNORM_SRGB\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC3_TYPELESS\"] = 76] = \"DXGI_FORMAT_BC3_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC3_UNORM\"] = 77] = \"DXGI_FORMAT_BC3_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC3_UNORM_SRGB\"] = 78] = \"DXGI_FORMAT_BC3_UNORM_SRGB\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC4_TYPELESS\"] = 79] = \"DXGI_FORMAT_BC4_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC4_UNORM\"] = 80] = \"DXGI_FORMAT_BC4_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC4_SNORM\"] = 81] = \"DXGI_FORMAT_BC4_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC5_TYPELESS\"] = 82] = \"DXGI_FORMAT_BC5_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC5_UNORM\"] = 83] = \"DXGI_FORMAT_BC5_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC5_SNORM\"] = 84] = \"DXGI_FORMAT_BC5_SNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B5G6R5_UNORM\"] = 85] = \"DXGI_FORMAT_B5G6R5_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B5G5R5A1_UNORM\"] = 86] = \"DXGI_FORMAT_B5G5R5A1_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B8G8R8A8_UNORM\"] = 87] = \"DXGI_FORMAT_B8G8R8A8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B8G8R8X8_UNORM\"] = 88] = \"DXGI_FORMAT_B8G8R8X8_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\"] = 89] = \"DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B8G8R8A8_TYPELESS\"] = 90] = \"DXGI_FORMAT_B8G8R8A8_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\"] = 91] = \"DXGI_FORMAT_B8G8R8A8_UNORM_SRGB\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B8G8R8X8_TYPELESS\"] = 92] = \"DXGI_FORMAT_B8G8R8X8_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\"] = 93] = \"DXGI_FORMAT_B8G8R8X8_UNORM_SRGB\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC6H_TYPELESS\"] = 94] = \"DXGI_FORMAT_BC6H_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC6H_UF16\"] = 95] = \"DXGI_FORMAT_BC6H_UF16\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC6H_SF16\"] = 96] = \"DXGI_FORMAT_BC6H_SF16\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC7_TYPELESS\"] = 97] = \"DXGI_FORMAT_BC7_TYPELESS\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC7_UNORM\"] = 98] = \"DXGI_FORMAT_BC7_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_BC7_UNORM_SRGB\"] = 99] = \"DXGI_FORMAT_BC7_UNORM_SRGB\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_AYUV\"] = 100] = \"DXGI_FORMAT_AYUV\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_Y410\"] = 101] = \"DXGI_FORMAT_Y410\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_Y416\"] = 102] = \"DXGI_FORMAT_Y416\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_NV12\"] = 103] = \"DXGI_FORMAT_NV12\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_P010\"] = 104] = \"DXGI_FORMAT_P010\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_P016\"] = 105] = \"DXGI_FORMAT_P016\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_420_OPAQUE\"] = 106] = \"DXGI_FORMAT_420_OPAQUE\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_YUY2\"] = 107] = \"DXGI_FORMAT_YUY2\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_Y210\"] = 108] = \"DXGI_FORMAT_Y210\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_Y216\"] = 109] = \"DXGI_FORMAT_Y216\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_NV11\"] = 110] = \"DXGI_FORMAT_NV11\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_AI44\"] = 111] = \"DXGI_FORMAT_AI44\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_IA44\"] = 112] = \"DXGI_FORMAT_IA44\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_P8\"] = 113] = \"DXGI_FORMAT_P8\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_A8P8\"] = 114] = \"DXGI_FORMAT_A8P8\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_B4G4R4A4_UNORM\"] = 115] = \"DXGI_FORMAT_B4G4R4A4_UNORM\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_P208\"] = 116] = \"DXGI_FORMAT_P208\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_V208\"] = 117] = \"DXGI_FORMAT_V208\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_V408\"] = 118] = \"DXGI_FORMAT_V408\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\"] = 119] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIN_MIP_OPAQUE\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\"] = 120] = \"DXGI_FORMAT_SAMPLER_FEEDBACK_MIP_REGION_USED_OPAQUE\";\n DXGI_FORMAT2[DXGI_FORMAT2[\"DXGI_FORMAT_FORCE_UINT\"] = 121] = \"DXGI_FORMAT_FORCE_UINT\";\n return DXGI_FORMAT2;\n})(DXGI_FORMAT || {});\nvar D3D10_RESOURCE_DIMENSION = /* @__PURE__ */ ((D3D10_RESOURCE_DIMENSION2) => {\n D3D10_RESOURCE_DIMENSION2[D3D10_RESOURCE_DIMENSION2[\"DDS_DIMENSION_TEXTURE1D\"] = 2] = \"DDS_DIMENSION_TEXTURE1D\";\n D3D10_RESOURCE_DIMENSION2[D3D10_RESOURCE_DIMENSION2[\"DDS_DIMENSION_TEXTURE2D\"] = 3] = \"DDS_DIMENSION_TEXTURE2D\";\n D3D10_RESOURCE_DIMENSION2[D3D10_RESOURCE_DIMENSION2[\"DDS_DIMENSION_TEXTURE3D\"] = 6] = \"DDS_DIMENSION_TEXTURE3D\";\n return D3D10_RESOURCE_DIMENSION2;\n})(D3D10_RESOURCE_DIMENSION || {});\nconst PF_FLAGS = 1;\nconst DDPF_ALPHA = 2;\nconst DDPF_FOURCC = 4;\nconst DDPF_RGB = 64;\nconst DDPF_YUV = 512;\nconst DDPF_LUMINANCE = 131072;\nconst FOURCC_DXT1 = 827611204;\nconst FOURCC_DXT3 = 861165636;\nconst FOURCC_DXT5 = 894720068;\nconst FOURCC_DX10 = 808540228;\nconst DDS_RESOURCE_MISC_TEXTURECUBE = 4;\nconst FOURCC_TO_FORMAT = {\n [FOURCC_DXT1]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n [FOURCC_DXT3]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n [FOURCC_DXT5]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT\n};\nconst DXGI_TO_FORMAT = {\n [70 /* DXGI_FORMAT_BC1_TYPELESS */]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n [71 /* DXGI_FORMAT_BC1_UNORM */]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT1_EXT,\n [73 /* DXGI_FORMAT_BC2_TYPELESS */]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n [74 /* DXGI_FORMAT_BC2_UNORM */]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT3_EXT,\n [76 /* DXGI_FORMAT_BC3_TYPELESS */]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n [77 /* DXGI_FORMAT_BC3_UNORM */]: INTERNAL_FORMATS.COMPRESSED_RGBA_S3TC_DXT5_EXT,\n [72 /* DXGI_FORMAT_BC1_UNORM_SRGB */]: INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT,\n [75 /* DXGI_FORMAT_BC2_UNORM_SRGB */]: INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT,\n [78 /* DXGI_FORMAT_BC3_UNORM_SRGB */]: INTERNAL_FORMATS.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT\n};\nfunction parseDDS(arrayBuffer) {\n const data = new Uint32Array(arrayBuffer);\n const magicWord = data[0];\n if (magicWord !== DDS_MAGIC) {\n throw new Error(\"Invalid DDS file magic word\");\n }\n const header = new Uint32Array(arrayBuffer, 0, DDS_HEADER_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n const height = header[DDS_FIELDS.HEIGHT];\n const width = header[DDS_FIELDS.WIDTH];\n const mipmapCount = header[DDS_FIELDS.MIPMAP_COUNT];\n const pixelFormat = new Uint32Array(arrayBuffer, DDS_FIELDS.PIXEL_FORMAT * Uint32Array.BYTES_PER_ELEMENT, DDS_HEADER_PF_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n const formatFlags = pixelFormat[PF_FLAGS];\n if (formatFlags & DDPF_FOURCC) {\n const fourCC = pixelFormat[DDS_PF_FIELDS.FOURCC];\n if (fourCC !== FOURCC_DX10) {\n const internalFormat2 = FOURCC_TO_FORMAT[fourCC];\n const dataOffset2 = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n const texData = new Uint8Array(arrayBuffer, dataOffset2);\n const resource = new CompressedTextureResource(texData, {\n format: internalFormat2,\n width,\n height,\n levels: mipmapCount\n });\n return [resource];\n }\n const dx10Offset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE;\n const dx10Header = new Uint32Array(data.buffer, dx10Offset, DDS_HEADER_DX10_SIZE / Uint32Array.BYTES_PER_ELEMENT);\n const dxgiFormat = dx10Header[DDS_DX10_FIELDS.DXGI_FORMAT];\n const resourceDimension = dx10Header[DDS_DX10_FIELDS.RESOURCE_DIMENSION];\n const miscFlag = dx10Header[DDS_DX10_FIELDS.MISC_FLAG];\n const arraySize = dx10Header[DDS_DX10_FIELDS.ARRAY_SIZE];\n const internalFormat = DXGI_TO_FORMAT[dxgiFormat];\n if (internalFormat === void 0) {\n throw new Error(`DDSParser cannot parse texture data with DXGI format ${dxgiFormat}`);\n }\n if (miscFlag === DDS_RESOURCE_MISC_TEXTURECUBE) {\n throw new Error(\"DDSParser does not support cubemap textures\");\n }\n if (resourceDimension === 6 /* DDS_DIMENSION_TEXTURE3D */) {\n throw new Error(\"DDSParser does not supported 3D texture data\");\n }\n const imageBuffers = new Array();\n const dataOffset = DDS_MAGIC_SIZE + DDS_HEADER_SIZE + DDS_HEADER_DX10_SIZE;\n if (arraySize === 1) {\n imageBuffers.push(new Uint8Array(arrayBuffer, dataOffset));\n } else {\n const pixelSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[internalFormat];\n let imageSize = 0;\n let levelWidth = width;\n let levelHeight = height;\n for (let i = 0; i < mipmapCount; i++) {\n const alignedLevelWidth = Math.max(1, levelWidth + 3 & ~3);\n const alignedLevelHeight = Math.max(1, levelHeight + 3 & ~3);\n const levelSize = alignedLevelWidth * alignedLevelHeight * pixelSize;\n imageSize += levelSize;\n levelWidth = levelWidth >>> 1;\n levelHeight = levelHeight >>> 1;\n }\n let imageOffset = dataOffset;\n for (let i = 0; i < arraySize; i++) {\n imageBuffers.push(new Uint8Array(arrayBuffer, imageOffset, imageSize));\n imageOffset += imageSize;\n }\n }\n return imageBuffers.map((buffer) => new CompressedTextureResource(buffer, {\n format: internalFormat,\n width,\n height,\n levels: mipmapCount\n }));\n }\n if (formatFlags & DDPF_RGB) {\n throw new Error(\"DDSParser does not support uncompressed texture data.\");\n }\n if (formatFlags & DDPF_YUV) {\n throw new Error(\"DDSParser does not supported YUV uncompressed texture data.\");\n }\n if (formatFlags & DDPF_LUMINANCE) {\n throw new Error(\"DDSParser does not support single-channel (lumninance) texture data!\");\n }\n if (formatFlags & DDPF_ALPHA) {\n throw new Error(\"DDSParser does not support single-channel (alpha) texture data!\");\n }\n throw new Error(\"DDSParser failed to load a texture file due to an unknown reason!\");\n}\n\nexport { parseDDS };\n//# sourceMappingURL=parseDDS.mjs.map\n","import { TYPES, FORMATS, BufferResource } from '@pixi/core';\nimport { INTERNAL_FORMAT_TO_BYTES_PER_PIXEL } from '../const.mjs';\nimport '../resources/index.mjs';\nimport { CompressedTextureResource } from '../resources/CompressedTextureResource.mjs';\n\nconst FILE_IDENTIFIER = [171, 75, 84, 88, 32, 49, 49, 187, 13, 10, 26, 10];\nconst ENDIANNESS = 67305985;\nconst KTX_FIELDS = {\n FILE_IDENTIFIER: 0,\n ENDIANNESS: 12,\n GL_TYPE: 16,\n GL_TYPE_SIZE: 20,\n GL_FORMAT: 24,\n GL_INTERNAL_FORMAT: 28,\n GL_BASE_INTERNAL_FORMAT: 32,\n PIXEL_WIDTH: 36,\n PIXEL_HEIGHT: 40,\n PIXEL_DEPTH: 44,\n NUMBER_OF_ARRAY_ELEMENTS: 48,\n NUMBER_OF_FACES: 52,\n NUMBER_OF_MIPMAP_LEVELS: 56,\n BYTES_OF_KEY_VALUE_DATA: 60\n};\nconst FILE_HEADER_SIZE = 64;\nconst TYPES_TO_BYTES_PER_COMPONENT = {\n [TYPES.UNSIGNED_BYTE]: 1,\n [TYPES.UNSIGNED_SHORT]: 2,\n [TYPES.INT]: 4,\n [TYPES.UNSIGNED_INT]: 4,\n [TYPES.FLOAT]: 4,\n [TYPES.HALF_FLOAT]: 8\n};\nconst FORMATS_TO_COMPONENTS = {\n [FORMATS.RGBA]: 4,\n [FORMATS.RGB]: 3,\n [FORMATS.RG]: 2,\n [FORMATS.RED]: 1,\n [FORMATS.LUMINANCE]: 1,\n [FORMATS.LUMINANCE_ALPHA]: 2,\n [FORMATS.ALPHA]: 1\n};\nconst TYPES_TO_BYTES_PER_PIXEL = {\n [TYPES.UNSIGNED_SHORT_4_4_4_4]: 2,\n [TYPES.UNSIGNED_SHORT_5_5_5_1]: 2,\n [TYPES.UNSIGNED_SHORT_5_6_5]: 2\n};\nfunction parseKTX(url, arrayBuffer, loadKeyValueData = false) {\n const dataView = new DataView(arrayBuffer);\n if (!validate(url, dataView)) {\n return null;\n }\n const littleEndian = dataView.getUint32(KTX_FIELDS.ENDIANNESS, true) === ENDIANNESS;\n const glType = dataView.getUint32(KTX_FIELDS.GL_TYPE, littleEndian);\n const glFormat = dataView.getUint32(KTX_FIELDS.GL_FORMAT, littleEndian);\n const glInternalFormat = dataView.getUint32(KTX_FIELDS.GL_INTERNAL_FORMAT, littleEndian);\n const pixelWidth = dataView.getUint32(KTX_FIELDS.PIXEL_WIDTH, littleEndian);\n const pixelHeight = dataView.getUint32(KTX_FIELDS.PIXEL_HEIGHT, littleEndian) || 1;\n const pixelDepth = dataView.getUint32(KTX_FIELDS.PIXEL_DEPTH, littleEndian) || 1;\n const numberOfArrayElements = dataView.getUint32(KTX_FIELDS.NUMBER_OF_ARRAY_ELEMENTS, littleEndian) || 1;\n const numberOfFaces = dataView.getUint32(KTX_FIELDS.NUMBER_OF_FACES, littleEndian);\n const numberOfMipmapLevels = dataView.getUint32(KTX_FIELDS.NUMBER_OF_MIPMAP_LEVELS, littleEndian);\n const bytesOfKeyValueData = dataView.getUint32(KTX_FIELDS.BYTES_OF_KEY_VALUE_DATA, littleEndian);\n if (pixelHeight === 0 || pixelDepth !== 1) {\n throw new Error(\"Only 2D textures are supported\");\n }\n if (numberOfFaces !== 1) {\n throw new Error(\"CubeTextures are not supported by KTXLoader yet!\");\n }\n if (numberOfArrayElements !== 1) {\n throw new Error(\"WebGL does not support array textures\");\n }\n const blockWidth = 4;\n const blockHeight = 4;\n const alignedWidth = pixelWidth + 3 & ~3;\n const alignedHeight = pixelHeight + 3 & ~3;\n const imageBuffers = new Array(numberOfArrayElements);\n let imagePixels = pixelWidth * pixelHeight;\n if (glType === 0) {\n imagePixels = alignedWidth * alignedHeight;\n }\n let imagePixelByteSize;\n if (glType !== 0) {\n if (TYPES_TO_BYTES_PER_COMPONENT[glType]) {\n imagePixelByteSize = TYPES_TO_BYTES_PER_COMPONENT[glType] * FORMATS_TO_COMPONENTS[glFormat];\n } else {\n imagePixelByteSize = TYPES_TO_BYTES_PER_PIXEL[glType];\n }\n } else {\n imagePixelByteSize = INTERNAL_FORMAT_TO_BYTES_PER_PIXEL[glInternalFormat];\n }\n if (imagePixelByteSize === void 0) {\n throw new Error(\"Unable to resolve the pixel format stored in the *.ktx file!\");\n }\n const kvData = loadKeyValueData ? parseKvData(dataView, bytesOfKeyValueData, littleEndian) : null;\n const imageByteSize = imagePixels * imagePixelByteSize;\n let mipByteSize = imageByteSize;\n let mipWidth = pixelWidth;\n let mipHeight = pixelHeight;\n let alignedMipWidth = alignedWidth;\n let alignedMipHeight = alignedHeight;\n let imageOffset = FILE_HEADER_SIZE + bytesOfKeyValueData;\n for (let mipmapLevel = 0; mipmapLevel < numberOfMipmapLevels; mipmapLevel++) {\n const imageSize = dataView.getUint32(imageOffset, littleEndian);\n let elementOffset = imageOffset + 4;\n for (let arrayElement = 0; arrayElement < numberOfArrayElements; arrayElement++) {\n let mips = imageBuffers[arrayElement];\n if (!mips) {\n mips = imageBuffers[arrayElement] = new Array(numberOfMipmapLevels);\n }\n mips[mipmapLevel] = {\n levelID: mipmapLevel,\n levelWidth: numberOfMipmapLevels > 1 || glType !== 0 ? mipWidth : alignedMipWidth,\n levelHeight: numberOfMipmapLevels > 1 || glType !== 0 ? mipHeight : alignedMipHeight,\n levelBuffer: new Uint8Array(arrayBuffer, elementOffset, mipByteSize)\n };\n elementOffset += mipByteSize;\n }\n imageOffset += imageSize + 4;\n imageOffset = imageOffset % 4 !== 0 ? imageOffset + 4 - imageOffset % 4 : imageOffset;\n mipWidth = mipWidth >> 1 || 1;\n mipHeight = mipHeight >> 1 || 1;\n alignedMipWidth = mipWidth + blockWidth - 1 & ~(blockWidth - 1);\n alignedMipHeight = mipHeight + blockHeight - 1 & ~(blockHeight - 1);\n mipByteSize = alignedMipWidth * alignedMipHeight * imagePixelByteSize;\n }\n if (glType !== 0) {\n return {\n uncompressed: imageBuffers.map((levelBuffers) => {\n let buffer = levelBuffers[0].levelBuffer;\n let convertToInt = false;\n if (glType === TYPES.FLOAT) {\n buffer = new Float32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n } else if (glType === TYPES.UNSIGNED_INT) {\n convertToInt = true;\n buffer = new Uint32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n } else if (glType === TYPES.INT) {\n convertToInt = true;\n buffer = new Int32Array(levelBuffers[0].levelBuffer.buffer, levelBuffers[0].levelBuffer.byteOffset, levelBuffers[0].levelBuffer.byteLength / 4);\n }\n return {\n resource: new BufferResource(buffer, {\n width: levelBuffers[0].levelWidth,\n height: levelBuffers[0].levelHeight\n }),\n type: glType,\n format: convertToInt ? convertFormatToInteger(glFormat) : glFormat\n };\n }),\n kvData\n };\n }\n return {\n compressed: imageBuffers.map((levelBuffers) => new CompressedTextureResource(null, {\n format: glInternalFormat,\n width: pixelWidth,\n height: pixelHeight,\n levels: numberOfMipmapLevels,\n levelBuffers\n })),\n kvData\n };\n}\nfunction validate(url, dataView) {\n for (let i = 0; i < FILE_IDENTIFIER.length; i++) {\n if (dataView.getUint8(i) !== FILE_IDENTIFIER[i]) {\n return false;\n }\n }\n return true;\n}\nfunction convertFormatToInteger(format) {\n switch (format) {\n case FORMATS.RGBA:\n return FORMATS.RGBA_INTEGER;\n case FORMATS.RGB:\n return FORMATS.RGB_INTEGER;\n case FORMATS.RG:\n return FORMATS.RG_INTEGER;\n case FORMATS.RED:\n return FORMATS.RED_INTEGER;\n default:\n return format;\n }\n}\nfunction parseKvData(dataView, bytesOfKeyValueData, littleEndian) {\n const kvData = /* @__PURE__ */ new Map();\n let bytesIntoKeyValueData = 0;\n while (bytesIntoKeyValueData < bytesOfKeyValueData) {\n const keyAndValueByteSize = dataView.getUint32(FILE_HEADER_SIZE + bytesIntoKeyValueData, littleEndian);\n const keyAndValueByteOffset = FILE_HEADER_SIZE + bytesIntoKeyValueData + 4;\n const valuePadding = 3 - (keyAndValueByteSize + 3) % 4;\n if (keyAndValueByteSize === 0 || keyAndValueByteSize > bytesOfKeyValueData - bytesIntoKeyValueData) {\n console.error(\"KTXLoader: keyAndValueByteSize out of bounds\");\n break;\n }\n let keyNulByte = 0;\n for (; keyNulByte < keyAndValueByteSize; keyNulByte++) {\n if (dataView.getUint8(keyAndValueByteOffset + keyNulByte) === 0) {\n break;\n }\n }\n if (keyNulByte === -1) {\n console.error(\"KTXLoader: Failed to find null byte terminating kvData key\");\n break;\n }\n const key = new TextDecoder().decode(new Uint8Array(dataView.buffer, keyAndValueByteOffset, keyNulByte));\n const value = new DataView(dataView.buffer, keyAndValueByteOffset + keyNulByte + 1, keyAndValueByteSize - keyNulByte - 1);\n kvData.set(key, value);\n bytesIntoKeyValueData += 4 + keyAndValueByteSize + valuePadding;\n }\n return kvData;\n}\n\nexport { FORMATS_TO_COMPONENTS, TYPES_TO_BYTES_PER_COMPONENT, TYPES_TO_BYTES_PER_PIXEL, parseKTX };\n//# sourceMappingURL=parseKTX.mjs.map\n","import { ExtensionType, settings, BaseTexture, MIPMAP_MODES, ALPHA_MODES, utils, extensions } from '@pixi/core';\nimport { LoaderParserPriority, checkExtension, createTexture } from '@pixi/assets';\nimport '../parsers/index.mjs';\nimport { parseDDS } from '../parsers/parseDDS.mjs';\n\nconst loadDDS = {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.High\n },\n test(url) {\n return checkExtension(url, \".dds\");\n },\n async load(url, asset, loader) {\n const response = await settings.ADAPTER.fetch(url);\n const arrayBuffer = await response.arrayBuffer();\n const resources = parseDDS(arrayBuffer);\n const textures = resources.map((resource) => {\n const base = new BaseTexture(resource, {\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA,\n resolution: utils.getResolutionOfUrl(url),\n ...asset.data\n });\n return createTexture(base, loader, url);\n });\n return textures.length === 1 ? textures[0] : textures;\n },\n unload(texture) {\n if (Array.isArray(texture)) {\n texture.forEach((t) => t.destroy(true));\n } else {\n texture.destroy(true);\n }\n }\n};\nextensions.add(loadDDS);\n\nexport { loadDDS };\n//# sourceMappingURL=loadDDS.mjs.map\n","import { ExtensionType, settings, MIPMAP_MODES, ALPHA_MODES, utils, BaseTexture, extensions } from '@pixi/core';\nimport { LoaderParserPriority, checkExtension, createTexture } from '@pixi/assets';\nimport '../parsers/index.mjs';\nimport { parseKTX } from '../parsers/parseKTX.mjs';\n\nconst loadKTX = {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.High\n },\n test(url) {\n return checkExtension(url, \".ktx\");\n },\n async load(url, asset, loader) {\n const response = await settings.ADAPTER.fetch(url);\n const arrayBuffer = await response.arrayBuffer();\n const { compressed, uncompressed, kvData } = parseKTX(url, arrayBuffer);\n const resources = compressed ?? uncompressed;\n const options = {\n mipmap: MIPMAP_MODES.OFF,\n alphaMode: ALPHA_MODES.NO_PREMULTIPLIED_ALPHA,\n resolution: utils.getResolutionOfUrl(url),\n ...asset.data\n };\n const textures = resources.map((resource) => {\n if (resources === uncompressed) {\n Object.assign(options, {\n type: resource.type,\n format: resource.format\n });\n }\n const base = new BaseTexture(resource, options);\n base.ktxKeyValueData = kvData;\n return createTexture(base, loader, url);\n });\n return textures.length === 1 ? textures[0] : textures;\n },\n unload(texture) {\n if (Array.isArray(texture)) {\n texture.forEach((t) => t.destroy(true));\n } else {\n texture.destroy(true);\n }\n }\n};\nextensions.add(loadKTX);\n\nexport { loadKTX };\n//# sourceMappingURL=loadKTX.mjs.map\n","import { ExtensionType, settings, extensions } from '@pixi/core';\n\nconst resolveCompressedTextureUrl = {\n extension: ExtensionType.ResolveParser,\n test: (value) => {\n const temp = value.split(\"?\")[0];\n const extension = temp.split(\".\").pop();\n return [\"basis\", \"ktx\", \"dds\"].includes(extension);\n },\n parse: (value) => {\n const temp = value.split(\"?\")[0];\n const extension = temp.split(\".\").pop();\n if (extension === \"ktx\") {\n const extensions2 = [\n \".s3tc.ktx\",\n \".s3tc_sRGB.ktx\",\n \".etc.ktx\",\n \".etc1.ktx\",\n \".pvrt.ktx\",\n \".atc.ktx\",\n \".astc.ktx\"\n ];\n if (extensions2.some((ext) => value.endsWith(ext))) {\n return {\n resolution: parseFloat(settings.RETINA_PREFIX.exec(value)?.[1] ?? \"1\"),\n format: extensions2.find((ext) => value.endsWith(ext)),\n src: value\n };\n }\n }\n return {\n resolution: parseFloat(settings.RETINA_PREFIX.exec(value)?.[1] ?? \"1\"),\n format: value.split(\".\").pop(),\n src: value\n };\n }\n};\nextensions.add(resolveCompressedTextureUrl);\n\nexport { resolveCompressedTextureUrl };\n//# sourceMappingURL=resolveCompressedTextureUrl.mjs.map\n","import { Rectangle, RenderTexture, utils, ExtensionType, extensions } from '@pixi/core';\n\nconst TEMP_RECT = new Rectangle();\nconst BYTES_PER_PIXEL = 4;\nconst _Extract = class {\n constructor(renderer) {\n this.renderer = renderer;\n }\n async image(target, format, quality) {\n const image = new Image();\n image.src = await this.base64(target, format, quality);\n return image;\n }\n async base64(target, format, quality) {\n const canvas = this.canvas(target);\n if (canvas.toDataURL !== void 0) {\n return canvas.toDataURL(format, quality);\n }\n if (canvas.convertToBlob !== void 0) {\n const blob = await canvas.convertToBlob({ type: format, quality });\n return await new Promise((resolve) => {\n const reader = new FileReader();\n reader.onload = () => resolve(reader.result);\n reader.readAsDataURL(blob);\n });\n }\n throw new Error(\"Extract.base64() requires ICanvas.toDataURL or ICanvas.convertToBlob to be implemented\");\n }\n canvas(target, frame) {\n const renderer = this.renderer;\n let resolution;\n let flipY = false;\n let renderTexture;\n let generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n } else {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame ?? renderTexture.frame;\n flipY = false;\n renderer.renderTexture.bind(renderTexture);\n } else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n flipY = true;\n renderer.renderTexture.bind(null);\n }\n const width = Math.round(frame.width * resolution);\n const height = Math.round(frame.height * resolution);\n let canvasBuffer = new utils.CanvasRenderTarget(width, height, 1);\n const webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n const gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels);\n const canvasData = canvasBuffer.context.getImageData(0, 0, width, height);\n _Extract.arrayPostDivide(webglPixels, canvasData.data);\n canvasBuffer.context.putImageData(canvasData, 0, 0);\n if (flipY) {\n const target2 = new utils.CanvasRenderTarget(canvasBuffer.width, canvasBuffer.height, 1);\n target2.context.scale(1, -1);\n target2.context.drawImage(canvasBuffer.canvas, 0, -height);\n canvasBuffer.destroy();\n canvasBuffer = target2;\n }\n if (generated) {\n renderTexture.destroy(true);\n }\n return canvasBuffer.canvas;\n }\n pixels(target, frame) {\n const renderer = this.renderer;\n let resolution;\n let renderTexture;\n let generated = false;\n if (target) {\n if (target instanceof RenderTexture) {\n renderTexture = target;\n } else {\n renderTexture = this.renderer.generateTexture(target);\n generated = true;\n }\n }\n if (renderTexture) {\n resolution = renderTexture.baseTexture.resolution;\n frame = frame ?? renderTexture.frame;\n renderer.renderTexture.bind(renderTexture);\n } else {\n resolution = renderer.resolution;\n if (!frame) {\n frame = TEMP_RECT;\n frame.width = renderer.width;\n frame.height = renderer.height;\n }\n renderer.renderTexture.bind(null);\n }\n const width = Math.round(frame.width * resolution);\n const height = Math.round(frame.height * resolution);\n const webglPixels = new Uint8Array(BYTES_PER_PIXEL * width * height);\n const gl = renderer.gl;\n gl.readPixels(Math.round(frame.x * resolution), Math.round(frame.y * resolution), width, height, gl.RGBA, gl.UNSIGNED_BYTE, webglPixels);\n if (generated) {\n renderTexture.destroy(true);\n }\n _Extract.arrayPostDivide(webglPixels, webglPixels);\n return webglPixels;\n }\n destroy() {\n this.renderer = null;\n }\n static arrayPostDivide(pixels, out) {\n for (let i = 0; i < pixels.length; i += 4) {\n const alpha = out[i + 3] = pixels[i + 3];\n if (alpha !== 0) {\n out[i] = Math.round(Math.min(pixels[i] * 255 / alpha, 255));\n out[i + 1] = Math.round(Math.min(pixels[i + 1] * 255 / alpha, 255));\n out[i + 2] = Math.round(Math.min(pixels[i + 2] * 255 / alpha, 255));\n } else {\n out[i] = pixels[i];\n out[i + 1] = pixels[i + 1];\n out[i + 2] = pixels[i + 2];\n }\n }\n }\n};\nlet Extract = _Extract;\nExtract.extension = {\n name: \"extract\",\n type: ExtensionType.RendererSystem\n};\nextensions.add(Extract);\n\nexport { Extract };\n//# sourceMappingURL=Extract.mjs.map\n","var LINE_JOIN = /* @__PURE__ */ ((LINE_JOIN2) => {\n LINE_JOIN2[\"MITER\"] = \"miter\";\n LINE_JOIN2[\"BEVEL\"] = \"bevel\";\n LINE_JOIN2[\"ROUND\"] = \"round\";\n return LINE_JOIN2;\n})(LINE_JOIN || {});\nvar LINE_CAP = /* @__PURE__ */ ((LINE_CAP2) => {\n LINE_CAP2[\"BUTT\"] = \"butt\";\n LINE_CAP2[\"ROUND\"] = \"round\";\n LINE_CAP2[\"SQUARE\"] = \"square\";\n return LINE_CAP2;\n})(LINE_CAP || {});\nconst GRAPHICS_CURVES = {\n adaptive: true,\n maxLength: 10,\n minSegments: 8,\n maxSegments: 2048,\n epsilon: 1e-4,\n _segmentsCount(length, defaultSegments = 20) {\n if (!this.adaptive || !length || isNaN(length)) {\n return defaultSegments;\n }\n let result = Math.ceil(length / this.maxLength);\n if (result < this.minSegments) {\n result = this.minSegments;\n } else if (result > this.maxSegments) {\n result = this.maxSegments;\n }\n return result;\n }\n};\n\nexport { GRAPHICS_CURVES, LINE_CAP, LINE_JOIN };\n//# sourceMappingURL=const.mjs.map\n","import { Texture } from '@pixi/core';\n\nclass FillStyle {\n constructor() {\n this.color = 16777215;\n this.alpha = 1;\n this.texture = Texture.WHITE;\n this.matrix = null;\n this.visible = false;\n this.reset();\n }\n clone() {\n const obj = new FillStyle();\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n return obj;\n }\n reset() {\n this.color = 16777215;\n this.alpha = 1;\n this.texture = Texture.WHITE;\n this.matrix = null;\n this.visible = false;\n }\n destroy() {\n this.texture = null;\n this.matrix = null;\n }\n}\n\nexport { FillStyle };\n//# sourceMappingURL=FillStyle.mjs.map\n","import { utils } from '@pixi/core';\n\nfunction fixOrientation(points, hole = false) {\n const m = points.length;\n if (m < 6) {\n return;\n }\n let area = 0;\n for (let i = 0, x1 = points[m - 2], y1 = points[m - 1]; i < m; i += 2) {\n const x2 = points[i];\n const y2 = points[i + 1];\n area += (x2 - x1) * (y2 + y1);\n x1 = x2;\n y1 = y2;\n }\n if (!hole && area > 0 || hole && area <= 0) {\n const n = m / 2;\n for (let i = n + n % 2; i < m; i += 2) {\n const i1 = m - i - 2;\n const i2 = m - i - 1;\n const i3 = i;\n const i4 = i + 1;\n [points[i1], points[i3]] = [points[i3], points[i1]];\n [points[i2], points[i4]] = [points[i4], points[i2]];\n }\n }\n}\nconst buildPoly = {\n build(graphicsData) {\n graphicsData.points = graphicsData.shape.points.slice();\n },\n triangulate(graphicsData, graphicsGeometry) {\n let points = graphicsData.points;\n const holes = graphicsData.holes;\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n if (points.length >= 6) {\n fixOrientation(points, false);\n const holeArray = [];\n for (let i = 0; i < holes.length; i++) {\n const hole = holes[i];\n fixOrientation(hole.points, true);\n holeArray.push(points.length / 2);\n points = points.concat(hole.points);\n }\n const triangles = utils.earcut(points, holeArray, 2);\n if (!triangles) {\n return;\n }\n const vertPos = verts.length / 2;\n for (let i = 0; i < triangles.length; i += 3) {\n indices.push(triangles[i] + vertPos);\n indices.push(triangles[i + 1] + vertPos);\n indices.push(triangles[i + 2] + vertPos);\n }\n for (let i = 0; i < points.length; i++) {\n verts.push(points[i]);\n }\n }\n }\n};\n\nexport { buildPoly };\n//# sourceMappingURL=buildPoly.mjs.map\n","import { SHAPES } from '@pixi/core';\n\nconst buildCircle = {\n build(graphicsData) {\n const points = graphicsData.points;\n let x;\n let y;\n let dx;\n let dy;\n let rx;\n let ry;\n if (graphicsData.type === SHAPES.CIRC) {\n const circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n rx = ry = circle.radius;\n dx = dy = 0;\n } else if (graphicsData.type === SHAPES.ELIP) {\n const ellipse = graphicsData.shape;\n x = ellipse.x;\n y = ellipse.y;\n rx = ellipse.width;\n ry = ellipse.height;\n dx = dy = 0;\n } else {\n const roundedRect = graphicsData.shape;\n const halfWidth = roundedRect.width / 2;\n const halfHeight = roundedRect.height / 2;\n x = roundedRect.x + halfWidth;\n y = roundedRect.y + halfHeight;\n rx = ry = Math.max(0, Math.min(roundedRect.radius, Math.min(halfWidth, halfHeight)));\n dx = halfWidth - rx;\n dy = halfHeight - ry;\n }\n if (!(rx >= 0 && ry >= 0 && dx >= 0 && dy >= 0)) {\n points.length = 0;\n return;\n }\n const n = Math.ceil(2.3 * Math.sqrt(rx + ry));\n const m = n * 8 + (dx ? 4 : 0) + (dy ? 4 : 0);\n points.length = m;\n if (m === 0) {\n return;\n }\n if (n === 0) {\n points.length = 8;\n points[0] = points[6] = x + dx;\n points[1] = points[3] = y + dy;\n points[2] = points[4] = x - dx;\n points[5] = points[7] = y - dy;\n return;\n }\n let j1 = 0;\n let j2 = n * 4 + (dx ? 2 : 0) + 2;\n let j3 = j2;\n let j4 = m;\n {\n const x0 = dx + rx;\n const y0 = dy;\n const x1 = x + x0;\n const x2 = x - x0;\n const y1 = y + y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n if (dy) {\n const y2 = y - y0;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n }\n for (let i = 1; i < n; i++) {\n const a = Math.PI / 2 * (i / n);\n const x0 = dx + Math.cos(a) * rx;\n const y0 = dy + Math.sin(a) * ry;\n const x1 = x + x0;\n const x2 = x - x0;\n const y1 = y + y0;\n const y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j2] = y1;\n points[--j2] = x2;\n points[j3++] = x2;\n points[j3++] = y2;\n points[--j4] = y2;\n points[--j4] = x1;\n }\n {\n const x0 = dx;\n const y0 = dy + ry;\n const x1 = x + x0;\n const x2 = x - x0;\n const y1 = y + y0;\n const y2 = y - y0;\n points[j1++] = x1;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x1;\n if (dx) {\n points[j1++] = x2;\n points[j1++] = y1;\n points[--j4] = y2;\n points[--j4] = x2;\n }\n }\n },\n triangulate(graphicsData, graphicsGeometry) {\n const points = graphicsData.points;\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n if (points.length === 0) {\n return;\n }\n let vertPos = verts.length / 2;\n const center = vertPos;\n let x;\n let y;\n if (graphicsData.type !== SHAPES.RREC) {\n const circle = graphicsData.shape;\n x = circle.x;\n y = circle.y;\n } else {\n const roundedRect = graphicsData.shape;\n x = roundedRect.x + roundedRect.width / 2;\n y = roundedRect.y + roundedRect.height / 2;\n }\n const matrix = graphicsData.matrix;\n verts.push(graphicsData.matrix ? matrix.a * x + matrix.c * y + matrix.tx : x, graphicsData.matrix ? matrix.b * x + matrix.d * y + matrix.ty : y);\n vertPos++;\n verts.push(points[0], points[1]);\n for (let i = 2; i < points.length; i += 2) {\n verts.push(points[i], points[i + 1]);\n indices.push(vertPos++, center, vertPos);\n }\n indices.push(center + 1, center, vertPos);\n }\n};\n\nexport { buildCircle };\n//# sourceMappingURL=buildCircle.mjs.map\n","const buildRectangle = {\n build(graphicsData) {\n const rectData = graphicsData.shape;\n const x = rectData.x;\n const y = rectData.y;\n const width = rectData.width;\n const height = rectData.height;\n const points = graphicsData.points;\n points.length = 0;\n if (!(width >= 0 && height >= 0)) {\n return;\n }\n points.push(x, y, x + width, y, x + width, y + height, x, y + height);\n },\n triangulate(graphicsData, graphicsGeometry) {\n const points = graphicsData.points;\n const verts = graphicsGeometry.points;\n if (points.length === 0) {\n return;\n }\n const vertPos = verts.length / 2;\n verts.push(points[0], points[1], points[2], points[3], points[6], points[7], points[4], points[5]);\n graphicsGeometry.indices.push(vertPos, vertPos + 1, vertPos + 2, vertPos + 1, vertPos + 2, vertPos + 3);\n }\n};\n\nexport { buildRectangle };\n//# sourceMappingURL=buildRectangle.mjs.map\n","import { buildCircle } from './buildCircle.mjs';\n\nconst buildRoundedRectangle = {\n build(graphicsData) {\n buildCircle.build(graphicsData);\n },\n triangulate(graphicsData, graphicsGeometry) {\n buildCircle.triangulate(graphicsData, graphicsGeometry);\n }\n};\n\nexport { buildRoundedRectangle };\n//# sourceMappingURL=buildRoundedRectangle.mjs.map\n","import { Point, SHAPES } from '@pixi/core';\nimport { LINE_CAP, LINE_JOIN, GRAPHICS_CURVES } from '../const.mjs';\n\nfunction square(x, y, nx, ny, innerWeight, outerWeight, clockwise, verts) {\n const ix = x - nx * innerWeight;\n const iy = y - ny * innerWeight;\n const ox = x + nx * outerWeight;\n const oy = y + ny * outerWeight;\n let exx;\n let eyy;\n if (clockwise) {\n exx = ny;\n eyy = -nx;\n } else {\n exx = -ny;\n eyy = nx;\n }\n const eix = ix + exx;\n const eiy = iy + eyy;\n const eox = ox + exx;\n const eoy = oy + eyy;\n verts.push(eix, eiy);\n verts.push(eox, eoy);\n return 2;\n}\nfunction round(cx, cy, sx, sy, ex, ey, verts, clockwise) {\n const cx2p0x = sx - cx;\n const cy2p0y = sy - cy;\n let angle0 = Math.atan2(cx2p0x, cy2p0y);\n let angle1 = Math.atan2(ex - cx, ey - cy);\n if (clockwise && angle0 < angle1) {\n angle0 += Math.PI * 2;\n } else if (!clockwise && angle0 > angle1) {\n angle1 += Math.PI * 2;\n }\n let startAngle = angle0;\n const angleDiff = angle1 - angle0;\n const absAngleDiff = Math.abs(angleDiff);\n const radius = Math.sqrt(cx2p0x * cx2p0x + cy2p0y * cy2p0y);\n const segCount = (15 * absAngleDiff * Math.sqrt(radius) / Math.PI >> 0) + 1;\n const angleInc = angleDiff / segCount;\n startAngle += angleInc;\n if (clockwise) {\n verts.push(cx, cy);\n verts.push(sx, sy);\n for (let i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx, cy);\n verts.push(cx + Math.sin(angle) * radius, cy + Math.cos(angle) * radius);\n }\n verts.push(cx, cy);\n verts.push(ex, ey);\n } else {\n verts.push(sx, sy);\n verts.push(cx, cy);\n for (let i = 1, angle = startAngle; i < segCount; i++, angle += angleInc) {\n verts.push(cx + Math.sin(angle) * radius, cy + Math.cos(angle) * radius);\n verts.push(cx, cy);\n }\n verts.push(ex, ey);\n verts.push(cx, cy);\n }\n return segCount * 2;\n}\nfunction buildNonNativeLine(graphicsData, graphicsGeometry) {\n const shape = graphicsData.shape;\n let points = graphicsData.points || shape.points.slice();\n const eps = graphicsGeometry.closePointEps;\n if (points.length === 0) {\n return;\n }\n const style = graphicsData.lineStyle;\n const firstPoint = new Point(points[0], points[1]);\n const lastPoint = new Point(points[points.length - 2], points[points.length - 1]);\n const closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n const closedPath = Math.abs(firstPoint.x - lastPoint.x) < eps && Math.abs(firstPoint.y - lastPoint.y) < eps;\n if (closedShape) {\n points = points.slice();\n if (closedPath) {\n points.pop();\n points.pop();\n lastPoint.set(points[points.length - 2], points[points.length - 1]);\n }\n const midPointX = (firstPoint.x + lastPoint.x) * 0.5;\n const midPointY = (lastPoint.y + firstPoint.y) * 0.5;\n points.unshift(midPointX, midPointY);\n points.push(midPointX, midPointY);\n }\n const verts = graphicsGeometry.points;\n const length = points.length / 2;\n let indexCount = points.length;\n const indexStart = verts.length / 2;\n const width = style.width / 2;\n const widthSquared = width * width;\n const miterLimitSquared = style.miterLimit * style.miterLimit;\n let x0 = points[0];\n let y0 = points[1];\n let x1 = points[2];\n let y1 = points[3];\n let x2 = 0;\n let y2 = 0;\n let perpx = -(y0 - y1);\n let perpy = x0 - x1;\n let perp1x = 0;\n let perp1y = 0;\n let dist = Math.sqrt(perpx * perpx + perpy * perpy);\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n const ratio = style.alignment;\n const innerWeight = (1 - ratio) * 2;\n const outerWeight = ratio * 2;\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x0 - perpx * (innerWeight - outerWeight) * 0.5, y0 - perpy * (innerWeight - outerWeight) * 0.5, x0 - perpx * innerWeight, y0 - perpy * innerWeight, x0 + perpx * outerWeight, y0 + perpy * outerWeight, verts, true) + 2;\n } else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x0, y0, perpx, perpy, innerWeight, outerWeight, true, verts);\n }\n }\n verts.push(x0 - perpx * innerWeight, y0 - perpy * innerWeight);\n verts.push(x0 + perpx * outerWeight, y0 + perpy * outerWeight);\n for (let i = 1; i < length - 1; ++i) {\n x0 = points[(i - 1) * 2];\n y0 = points[(i - 1) * 2 + 1];\n x1 = points[i * 2];\n y1 = points[i * 2 + 1];\n x2 = points[(i + 1) * 2];\n y2 = points[(i + 1) * 2 + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt(perpx * perpx + perpy * perpy);\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n perp1x = -(y1 - y2);\n perp1y = x1 - x2;\n dist = Math.sqrt(perp1x * perp1x + perp1y * perp1y);\n perp1x /= dist;\n perp1y /= dist;\n perp1x *= width;\n perp1y *= width;\n const dx0 = x1 - x0;\n const dy0 = y0 - y1;\n const dx1 = x1 - x2;\n const dy1 = y2 - y1;\n const dot = dx0 * dx1 + dy0 * dy1;\n const cross = dy0 * dx1 - dy1 * dx0;\n const clockwise = cross < 0;\n if (Math.abs(cross) < 1e-3 * Math.abs(dot)) {\n verts.push(x1 - perpx * innerWeight, y1 - perpy * innerWeight);\n verts.push(x1 + perpx * outerWeight, y1 + perpy * outerWeight);\n if (dot >= 0) {\n if (style.join === LINE_JOIN.ROUND) {\n indexCount += round(x1, y1, x1 - perpx * innerWeight, y1 - perpy * innerWeight, x1 - perp1x * innerWeight, y1 - perp1y * innerWeight, verts, false) + 4;\n } else {\n indexCount += 2;\n }\n verts.push(x1 - perp1x * outerWeight, y1 - perp1y * outerWeight);\n verts.push(x1 + perp1x * innerWeight, y1 + perp1y * innerWeight);\n }\n continue;\n }\n const c1 = (-perpx + x0) * (-perpy + y1) - (-perpx + x1) * (-perpy + y0);\n const c2 = (-perp1x + x2) * (-perp1y + y1) - (-perp1x + x1) * (-perp1y + y2);\n const px = (dx0 * c2 - dx1 * c1) / cross;\n const py = (dy1 * c1 - dy0 * c2) / cross;\n const pdist = (px - x1) * (px - x1) + (py - y1) * (py - y1);\n const imx = x1 + (px - x1) * innerWeight;\n const imy = y1 + (py - y1) * innerWeight;\n const omx = x1 - (px - x1) * outerWeight;\n const omy = y1 - (py - y1) * outerWeight;\n const smallerInsideSegmentSq = Math.min(dx0 * dx0 + dy0 * dy0, dx1 * dx1 + dy1 * dy1);\n const insideWeight = clockwise ? innerWeight : outerWeight;\n const smallerInsideDiagonalSq = smallerInsideSegmentSq + insideWeight * insideWeight * widthSquared;\n const insideMiterOk = pdist <= smallerInsideDiagonalSq;\n if (insideMiterOk) {\n if (style.join === LINE_JOIN.BEVEL || pdist / widthSquared > miterLimitSquared) {\n if (clockwise) {\n verts.push(imx, imy);\n verts.push(x1 + perpx * outerWeight, y1 + perpy * outerWeight);\n verts.push(imx, imy);\n verts.push(x1 + perp1x * outerWeight, y1 + perp1y * outerWeight);\n } else {\n verts.push(x1 - perpx * innerWeight, y1 - perpy * innerWeight);\n verts.push(omx, omy);\n verts.push(x1 - perp1x * innerWeight, y1 - perp1y * innerWeight);\n verts.push(omx, omy);\n }\n indexCount += 2;\n } else if (style.join === LINE_JOIN.ROUND) {\n if (clockwise) {\n verts.push(imx, imy);\n verts.push(x1 + perpx * outerWeight, y1 + perpy * outerWeight);\n indexCount += round(x1, y1, x1 + perpx * outerWeight, y1 + perpy * outerWeight, x1 + perp1x * outerWeight, y1 + perp1y * outerWeight, verts, true) + 4;\n verts.push(imx, imy);\n verts.push(x1 + perp1x * outerWeight, y1 + perp1y * outerWeight);\n } else {\n verts.push(x1 - perpx * innerWeight, y1 - perpy * innerWeight);\n verts.push(omx, omy);\n indexCount += round(x1, y1, x1 - perpx * innerWeight, y1 - perpy * innerWeight, x1 - perp1x * innerWeight, y1 - perp1y * innerWeight, verts, false) + 4;\n verts.push(x1 - perp1x * innerWeight, y1 - perp1y * innerWeight);\n verts.push(omx, omy);\n }\n } else {\n verts.push(imx, imy);\n verts.push(omx, omy);\n }\n } else {\n verts.push(x1 - perpx * innerWeight, y1 - perpy * innerWeight);\n verts.push(x1 + perpx * outerWeight, y1 + perpy * outerWeight);\n if (style.join === LINE_JOIN.ROUND) {\n if (clockwise) {\n indexCount += round(x1, y1, x1 + perpx * outerWeight, y1 + perpy * outerWeight, x1 + perp1x * outerWeight, y1 + perp1y * outerWeight, verts, true) + 2;\n } else {\n indexCount += round(x1, y1, x1 - perpx * innerWeight, y1 - perpy * innerWeight, x1 - perp1x * innerWeight, y1 - perp1y * innerWeight, verts, false) + 2;\n }\n } else if (style.join === LINE_JOIN.MITER && pdist / widthSquared <= miterLimitSquared) {\n if (clockwise) {\n verts.push(omx, omy);\n verts.push(omx, omy);\n } else {\n verts.push(imx, imy);\n verts.push(imx, imy);\n }\n indexCount += 2;\n }\n verts.push(x1 - perp1x * innerWeight, y1 - perp1y * innerWeight);\n verts.push(x1 + perp1x * outerWeight, y1 + perp1y * outerWeight);\n indexCount += 2;\n }\n }\n x0 = points[(length - 2) * 2];\n y0 = points[(length - 2) * 2 + 1];\n x1 = points[(length - 1) * 2];\n y1 = points[(length - 1) * 2 + 1];\n perpx = -(y0 - y1);\n perpy = x0 - x1;\n dist = Math.sqrt(perpx * perpx + perpy * perpy);\n perpx /= dist;\n perpy /= dist;\n perpx *= width;\n perpy *= width;\n verts.push(x1 - perpx * innerWeight, y1 - perpy * innerWeight);\n verts.push(x1 + perpx * outerWeight, y1 + perpy * outerWeight);\n if (!closedShape) {\n if (style.cap === LINE_CAP.ROUND) {\n indexCount += round(x1 - perpx * (innerWeight - outerWeight) * 0.5, y1 - perpy * (innerWeight - outerWeight) * 0.5, x1 - perpx * innerWeight, y1 - perpy * innerWeight, x1 + perpx * outerWeight, y1 + perpy * outerWeight, verts, false) + 2;\n } else if (style.cap === LINE_CAP.SQUARE) {\n indexCount += square(x1, y1, perpx, perpy, innerWeight, outerWeight, false, verts);\n }\n }\n const indices = graphicsGeometry.indices;\n const eps2 = GRAPHICS_CURVES.epsilon * GRAPHICS_CURVES.epsilon;\n for (let i = indexStart; i < indexCount + indexStart - 2; ++i) {\n x0 = verts[i * 2];\n y0 = verts[i * 2 + 1];\n x1 = verts[(i + 1) * 2];\n y1 = verts[(i + 1) * 2 + 1];\n x2 = verts[(i + 2) * 2];\n y2 = verts[(i + 2) * 2 + 1];\n if (Math.abs(x0 * (y1 - y2) + x1 * (y2 - y0) + x2 * (y0 - y1)) < eps2) {\n continue;\n }\n indices.push(i, i + 1, i + 2);\n }\n}\nfunction buildNativeLine(graphicsData, graphicsGeometry) {\n let i = 0;\n const shape = graphicsData.shape;\n const points = graphicsData.points || shape.points;\n const closedShape = shape.type !== SHAPES.POLY || shape.closeStroke;\n if (points.length === 0)\n return;\n const verts = graphicsGeometry.points;\n const indices = graphicsGeometry.indices;\n const length = points.length / 2;\n const startIndex = verts.length / 2;\n let currentIndex = startIndex;\n verts.push(points[0], points[1]);\n for (i = 1; i < length; i++) {\n verts.push(points[i * 2], points[i * 2 + 1]);\n indices.push(currentIndex, currentIndex + 1);\n currentIndex++;\n }\n if (closedShape) {\n indices.push(currentIndex, startIndex);\n }\n}\nfunction buildLine(graphicsData, graphicsGeometry) {\n if (graphicsData.lineStyle.native) {\n buildNativeLine(graphicsData, graphicsGeometry);\n } else {\n buildNonNativeLine(graphicsData, graphicsGeometry);\n }\n}\n\nexport { buildLine };\n//# sourceMappingURL=buildLine.mjs.map\n","import { GRAPHICS_CURVES } from '../const.mjs';\nimport { PI_2 } from '@pixi/core';\n\nclass ArcUtils {\n static curveTo(x1, y1, x2, y2, radius, points) {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n const a1 = fromY - y1;\n const b1 = fromX - x1;\n const a2 = y2 - y1;\n const b2 = x2 - x1;\n const mm = Math.abs(a1 * b2 - b1 * a2);\n if (mm < 1e-8 || radius === 0) {\n if (points[points.length - 2] !== x1 || points[points.length - 1] !== y1) {\n points.push(x1, y1);\n }\n return null;\n }\n const dd = a1 * a1 + b1 * b1;\n const cc = a2 * a2 + b2 * b2;\n const tt = a1 * a2 + b1 * b2;\n const k1 = radius * Math.sqrt(dd) / mm;\n const k2 = radius * Math.sqrt(cc) / mm;\n const j1 = k1 * tt / dd;\n const j2 = k2 * tt / cc;\n const cx = k1 * b2 + k2 * b1;\n const cy = k1 * a2 + k2 * a1;\n const px = b1 * (k2 + j1);\n const py = a1 * (k2 + j1);\n const qx = b2 * (k1 + j2);\n const qy = a2 * (k1 + j2);\n const startAngle = Math.atan2(py - cy, px - cx);\n const endAngle = Math.atan2(qy - cy, qx - cx);\n return {\n cx: cx + x1,\n cy: cy + y1,\n radius,\n startAngle,\n endAngle,\n anticlockwise: b1 * a2 > b2 * a1\n };\n }\n static arc(_startX, _startY, cx, cy, radius, startAngle, endAngle, _anticlockwise, points) {\n const sweep = endAngle - startAngle;\n const n = GRAPHICS_CURVES._segmentsCount(Math.abs(sweep) * radius, Math.ceil(Math.abs(sweep) / PI_2) * 40);\n const theta = sweep / (n * 2);\n const theta2 = theta * 2;\n const cTheta = Math.cos(theta);\n const sTheta = Math.sin(theta);\n const segMinus = n - 1;\n const remainder = segMinus % 1 / segMinus;\n for (let i = 0; i <= segMinus; ++i) {\n const real = i + remainder * i;\n const angle = theta + startAngle + theta2 * real;\n const c = Math.cos(angle);\n const s = -Math.sin(angle);\n points.push((cTheta * c + sTheta * s) * radius + cx, (cTheta * -s + sTheta * c) * radius + cy);\n }\n }\n}\n\nexport { ArcUtils };\n//# sourceMappingURL=ArcUtils.mjs.map\n","import { GRAPHICS_CURVES } from '../const.mjs';\n\nclass BezierUtils {\n static curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY) {\n const n = 10;\n let result = 0;\n let t = 0;\n let t2 = 0;\n let t3 = 0;\n let nt = 0;\n let nt2 = 0;\n let nt3 = 0;\n let x = 0;\n let y = 0;\n let dx = 0;\n let dy = 0;\n let prevX = fromX;\n let prevY = fromY;\n for (let i = 1; i <= n; ++i) {\n t = i / n;\n t2 = t * t;\n t3 = t2 * t;\n nt = 1 - t;\n nt2 = nt * nt;\n nt3 = nt2 * nt;\n x = nt3 * fromX + 3 * nt2 * t * cpX + 3 * nt * t2 * cpX2 + t3 * toX;\n y = nt3 * fromY + 3 * nt2 * t * cpY + 3 * nt * t2 * cpY2 + t3 * toY;\n dx = prevX - x;\n dy = prevY - y;\n prevX = x;\n prevY = y;\n result += Math.sqrt(dx * dx + dy * dy);\n }\n return result;\n }\n static curveTo(cpX, cpY, cpX2, cpY2, toX, toY, points) {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n points.length -= 2;\n const n = GRAPHICS_CURVES._segmentsCount(BezierUtils.curveLength(fromX, fromY, cpX, cpY, cpX2, cpY2, toX, toY));\n let dt = 0;\n let dt2 = 0;\n let dt3 = 0;\n let t2 = 0;\n let t3 = 0;\n points.push(fromX, fromY);\n for (let i = 1, j = 0; i <= n; ++i) {\n j = i / n;\n dt = 1 - j;\n dt2 = dt * dt;\n dt3 = dt2 * dt;\n t2 = j * j;\n t3 = t2 * j;\n points.push(dt3 * fromX + 3 * dt2 * j * cpX + 3 * dt * t2 * cpX2 + t3 * toX, dt3 * fromY + 3 * dt2 * j * cpY + 3 * dt * t2 * cpY2 + t3 * toY);\n }\n }\n}\n\nexport { BezierUtils };\n//# sourceMappingURL=BezierUtils.mjs.map\n","import { GRAPHICS_CURVES } from '../const.mjs';\n\nclass QuadraticUtils {\n static curveLength(fromX, fromY, cpX, cpY, toX, toY) {\n const ax = fromX - 2 * cpX + toX;\n const ay = fromY - 2 * cpY + toY;\n const bx = 2 * cpX - 2 * fromX;\n const by = 2 * cpY - 2 * fromY;\n const a = 4 * (ax * ax + ay * ay);\n const b = 4 * (ax * bx + ay * by);\n const c = bx * bx + by * by;\n const s = 2 * Math.sqrt(a + b + c);\n const a2 = Math.sqrt(a);\n const a32 = 2 * a * a2;\n const c2 = 2 * Math.sqrt(c);\n const ba = b / a2;\n return (a32 * s + a2 * b * (s - c2) + (4 * c * a - b * b) * Math.log((2 * a2 + ba + s) / (ba + c2))) / (4 * a32);\n }\n static curveTo(cpX, cpY, toX, toY, points) {\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n const n = GRAPHICS_CURVES._segmentsCount(QuadraticUtils.curveLength(fromX, fromY, cpX, cpY, toX, toY));\n let xa = 0;\n let ya = 0;\n for (let i = 1; i <= n; ++i) {\n const j = i / n;\n xa = fromX + (cpX - fromX) * j;\n ya = fromY + (cpY - fromY) * j;\n points.push(xa + (cpX + (toX - cpX) * j - xa) * j, ya + (cpY + (toY - cpY) * j - ya) * j);\n }\n }\n}\n\nexport { QuadraticUtils };\n//# sourceMappingURL=QuadraticUtils.mjs.map\n","class BatchPart {\n constructor() {\n this.reset();\n }\n begin(style, startIndex, attribStart) {\n this.reset();\n this.style = style;\n this.start = startIndex;\n this.attribStart = attribStart;\n }\n end(endIndex, endAttrib) {\n this.attribSize = endAttrib - this.attribStart;\n this.size = endIndex - this.start;\n }\n reset() {\n this.style = null;\n this.size = 0;\n this.start = 0;\n this.attribStart = 0;\n this.attribSize = 0;\n }\n}\n\nexport { BatchPart };\n//# sourceMappingURL=BatchPart.mjs.map\n","import { buildPoly } from './buildPoly.mjs';\nexport { buildPoly } from './buildPoly.mjs';\nimport { buildCircle } from './buildCircle.mjs';\nexport { buildCircle } from './buildCircle.mjs';\nimport { buildRectangle } from './buildRectangle.mjs';\nexport { buildRectangle } from './buildRectangle.mjs';\nimport { buildRoundedRectangle } from './buildRoundedRectangle.mjs';\nexport { buildRoundedRectangle } from './buildRoundedRectangle.mjs';\nexport { buildLine } from './buildLine.mjs';\nexport { ArcUtils } from './ArcUtils.mjs';\nexport { BezierUtils } from './BezierUtils.mjs';\nexport { QuadraticUtils } from './QuadraticUtils.mjs';\nexport { BatchPart } from './BatchPart.mjs';\nimport { SHAPES } from '@pixi/core';\n\nconst FILL_COMMANDS = {\n [SHAPES.POLY]: buildPoly,\n [SHAPES.CIRC]: buildCircle,\n [SHAPES.ELIP]: buildCircle,\n [SHAPES.RECT]: buildRectangle,\n [SHAPES.RREC]: buildRoundedRectangle\n};\nconst BATCH_POOL = [];\nconst DRAW_CALL_POOL = [];\n\nexport { BATCH_POOL, DRAW_CALL_POOL, FILL_COMMANDS };\n//# sourceMappingURL=index.mjs.map\n","class GraphicsData {\n constructor(shape, fillStyle = null, lineStyle = null, matrix = null) {\n this.points = [];\n this.holes = [];\n this.shape = shape;\n this.lineStyle = lineStyle;\n this.fillStyle = fillStyle;\n this.matrix = matrix;\n this.type = shape.type;\n }\n clone() {\n return new GraphicsData(this.shape, this.fillStyle, this.lineStyle, this.matrix);\n }\n destroy() {\n this.shape = null;\n this.holes.length = 0;\n this.holes = null;\n this.points.length = 0;\n this.points = null;\n this.lineStyle = null;\n this.fillStyle = null;\n }\n}\n\nexport { GraphicsData };\n//# sourceMappingURL=GraphicsData.mjs.map\n","import { DRAW_CALL_POOL, BATCH_POOL, FILL_COMMANDS } from './utils/index.mjs';\nimport { Point, BatchGeometry, WRAP_MODES, BaseTexture, BatchDrawCall, BatchTextureArray, DRAW_MODES, utils } from '@pixi/core';\nimport { GraphicsData } from './GraphicsData.mjs';\nimport { Bounds } from '@pixi/display';\nimport { BatchPart } from './utils/BatchPart.mjs';\nimport { buildPoly } from './utils/buildPoly.mjs';\nimport { buildLine } from './utils/buildLine.mjs';\n\nconst tmpPoint = new Point();\nconst _GraphicsGeometry = class extends BatchGeometry {\n constructor() {\n super();\n this.closePointEps = 1e-4;\n this.boundsPadding = 0;\n this.uvsFloat32 = null;\n this.indicesUint16 = null;\n this.batchable = false;\n this.points = [];\n this.colors = [];\n this.uvs = [];\n this.indices = [];\n this.textureIds = [];\n this.graphicsData = [];\n this.drawCalls = [];\n this.batchDirty = -1;\n this.batches = [];\n this.dirty = 0;\n this.cacheDirty = -1;\n this.clearDirty = 0;\n this.shapeIndex = 0;\n this._bounds = new Bounds();\n this.boundsDirty = -1;\n }\n get bounds() {\n this.updateBatches();\n if (this.boundsDirty !== this.dirty) {\n this.boundsDirty = this.dirty;\n this.calculateBounds();\n }\n return this._bounds;\n }\n invalidate() {\n this.boundsDirty = -1;\n this.dirty++;\n this.batchDirty++;\n this.shapeIndex = 0;\n this.points.length = 0;\n this.colors.length = 0;\n this.uvs.length = 0;\n this.indices.length = 0;\n this.textureIds.length = 0;\n for (let i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n for (let i = 0; i < this.batches.length; i++) {\n const batchPart = this.batches[i];\n batchPart.reset();\n BATCH_POOL.push(batchPart);\n }\n this.batches.length = 0;\n }\n clear() {\n if (this.graphicsData.length > 0) {\n this.invalidate();\n this.clearDirty++;\n this.graphicsData.length = 0;\n }\n return this;\n }\n drawShape(shape, fillStyle = null, lineStyle = null, matrix = null) {\n const data = new GraphicsData(shape, fillStyle, lineStyle, matrix);\n this.graphicsData.push(data);\n this.dirty++;\n return this;\n }\n drawHole(shape, matrix = null) {\n if (!this.graphicsData.length) {\n return null;\n }\n const data = new GraphicsData(shape, null, null, matrix);\n const lastShape = this.graphicsData[this.graphicsData.length - 1];\n data.lineStyle = lastShape.lineStyle;\n lastShape.holes.push(data);\n this.dirty++;\n return this;\n }\n destroy() {\n super.destroy();\n for (let i = 0; i < this.graphicsData.length; ++i) {\n this.graphicsData[i].destroy();\n }\n this.points.length = 0;\n this.points = null;\n this.colors.length = 0;\n this.colors = null;\n this.uvs.length = 0;\n this.uvs = null;\n this.indices.length = 0;\n this.indices = null;\n this.indexBuffer.destroy();\n this.indexBuffer = null;\n this.graphicsData.length = 0;\n this.graphicsData = null;\n this.drawCalls.length = 0;\n this.drawCalls = null;\n this.batches.length = 0;\n this.batches = null;\n this._bounds = null;\n }\n containsPoint(point) {\n const graphicsData = this.graphicsData;\n for (let i = 0; i < graphicsData.length; ++i) {\n const data = graphicsData[i];\n if (!data.fillStyle.visible) {\n continue;\n }\n if (data.shape) {\n if (data.matrix) {\n data.matrix.applyInverse(point, tmpPoint);\n } else {\n tmpPoint.copyFrom(point);\n }\n if (data.shape.contains(tmpPoint.x, tmpPoint.y)) {\n let hitHole = false;\n if (data.holes) {\n for (let i2 = 0; i2 < data.holes.length; i2++) {\n const hole = data.holes[i2];\n if (hole.shape.contains(tmpPoint.x, tmpPoint.y)) {\n hitHole = true;\n break;\n }\n }\n }\n if (!hitHole) {\n return true;\n }\n }\n }\n }\n return false;\n }\n updateBatches() {\n if (!this.graphicsData.length) {\n this.batchable = true;\n return;\n }\n if (!this.validateBatching()) {\n return;\n }\n this.cacheDirty = this.dirty;\n const uvs = this.uvs;\n const graphicsData = this.graphicsData;\n let batchPart = null;\n let currentStyle = null;\n if (this.batches.length > 0) {\n batchPart = this.batches[this.batches.length - 1];\n currentStyle = batchPart.style;\n }\n for (let i = this.shapeIndex; i < graphicsData.length; i++) {\n this.shapeIndex++;\n const data = graphicsData[i];\n const fillStyle = data.fillStyle;\n const lineStyle = data.lineStyle;\n const command = FILL_COMMANDS[data.type];\n command.build(data);\n if (data.matrix) {\n this.transformPoints(data.points, data.matrix);\n }\n if (fillStyle.visible || lineStyle.visible) {\n this.processHoles(data.holes);\n }\n for (let j = 0; j < 2; j++) {\n const style = j === 0 ? fillStyle : lineStyle;\n if (!style.visible)\n continue;\n const nextTexture = style.texture.baseTexture;\n const index2 = this.indices.length;\n const attribIndex = this.points.length / 2;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n if (j === 0) {\n this.processFill(data);\n } else {\n this.processLine(data);\n }\n const size = this.points.length / 2 - attribIndex;\n if (size === 0)\n continue;\n if (batchPart && !this._compareStyles(currentStyle, style)) {\n batchPart.end(index2, attribIndex);\n batchPart = null;\n }\n if (!batchPart) {\n batchPart = BATCH_POOL.pop() || new BatchPart();\n batchPart.begin(style, index2, attribIndex);\n this.batches.push(batchPart);\n currentStyle = style;\n }\n this.addUvs(this.points, uvs, style.texture, attribIndex, size, style.matrix);\n }\n }\n const index = this.indices.length;\n const attrib = this.points.length / 2;\n if (batchPart) {\n batchPart.end(index, attrib);\n }\n if (this.batches.length === 0) {\n this.batchable = true;\n return;\n }\n const need32 = attrib > 65535;\n if (this.indicesUint16 && this.indices.length === this.indicesUint16.length && need32 === this.indicesUint16.BYTES_PER_ELEMENT > 2) {\n this.indicesUint16.set(this.indices);\n } else {\n this.indicesUint16 = need32 ? new Uint32Array(this.indices) : new Uint16Array(this.indices);\n }\n this.batchable = this.isBatchable();\n if (this.batchable) {\n this.packBatches();\n } else {\n this.buildDrawCalls();\n }\n }\n _compareStyles(styleA, styleB) {\n if (!styleA || !styleB) {\n return false;\n }\n if (styleA.texture.baseTexture !== styleB.texture.baseTexture) {\n return false;\n }\n if (styleA.color + styleA.alpha !== styleB.color + styleB.alpha) {\n return false;\n }\n if (!!styleA.native !== !!styleB.native) {\n return false;\n }\n return true;\n }\n validateBatching() {\n if (this.dirty === this.cacheDirty || !this.graphicsData.length) {\n return false;\n }\n for (let i = 0, l = this.graphicsData.length; i < l; i++) {\n const data = this.graphicsData[i];\n const fill = data.fillStyle;\n const line = data.lineStyle;\n if (fill && !fill.texture.baseTexture.valid)\n return false;\n if (line && !line.texture.baseTexture.valid)\n return false;\n }\n return true;\n }\n packBatches() {\n this.batchDirty++;\n this.uvsFloat32 = new Float32Array(this.uvs);\n const batches = this.batches;\n for (let i = 0, l = batches.length; i < l; i++) {\n const batch = batches[i];\n for (let j = 0; j < batch.size; j++) {\n const index = batch.start + j;\n this.indicesUint16[index] = this.indicesUint16[index] - batch.attribStart;\n }\n }\n }\n isBatchable() {\n if (this.points.length > 65535 * 2) {\n return false;\n }\n const batches = this.batches;\n for (let i = 0; i < batches.length; i++) {\n if (batches[i].style.native) {\n return false;\n }\n }\n return this.points.length < _GraphicsGeometry.BATCHABLE_SIZE * 2;\n }\n buildDrawCalls() {\n let TICK = ++BaseTexture._globalBatch;\n for (let i = 0; i < this.drawCalls.length; i++) {\n this.drawCalls[i].texArray.clear();\n DRAW_CALL_POOL.push(this.drawCalls[i]);\n }\n this.drawCalls.length = 0;\n const colors = this.colors;\n const textureIds = this.textureIds;\n let currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n currentGroup.texArray.count = 0;\n currentGroup.start = 0;\n currentGroup.size = 0;\n currentGroup.type = DRAW_MODES.TRIANGLES;\n let textureCount = 0;\n let currentTexture = null;\n let textureId = 0;\n let native = false;\n let drawMode = DRAW_MODES.TRIANGLES;\n let index = 0;\n this.drawCalls.push(currentGroup);\n for (let i = 0; i < this.batches.length; i++) {\n const data = this.batches[i];\n const MAX_TEXTURES = 8;\n const style = data.style;\n const nextTexture = style.texture.baseTexture;\n if (native !== !!style.native) {\n native = !!style.native;\n drawMode = native ? DRAW_MODES.LINES : DRAW_MODES.TRIANGLES;\n currentTexture = null;\n textureCount = MAX_TEXTURES;\n TICK++;\n }\n if (currentTexture !== nextTexture) {\n currentTexture = nextTexture;\n if (nextTexture._batchEnabled !== TICK) {\n if (textureCount === MAX_TEXTURES) {\n TICK++;\n textureCount = 0;\n if (currentGroup.size > 0) {\n currentGroup = DRAW_CALL_POOL.pop();\n if (!currentGroup) {\n currentGroup = new BatchDrawCall();\n currentGroup.texArray = new BatchTextureArray();\n }\n this.drawCalls.push(currentGroup);\n }\n currentGroup.start = index;\n currentGroup.size = 0;\n currentGroup.texArray.count = 0;\n currentGroup.type = drawMode;\n }\n nextTexture.touched = 1;\n nextTexture._batchEnabled = TICK;\n nextTexture._batchLocation = textureCount;\n nextTexture.wrapMode = WRAP_MODES.REPEAT;\n currentGroup.texArray.elements[currentGroup.texArray.count++] = nextTexture;\n textureCount++;\n }\n }\n currentGroup.size += data.size;\n index += data.size;\n textureId = nextTexture._batchLocation;\n this.addColors(colors, style.color, style.alpha, data.attribSize, data.attribStart);\n this.addTextureIds(textureIds, textureId, data.attribSize, data.attribStart);\n }\n BaseTexture._globalBatch = TICK;\n this.packAttributes();\n }\n packAttributes() {\n const verts = this.points;\n const uvs = this.uvs;\n const colors = this.colors;\n const textureIds = this.textureIds;\n const glPoints = new ArrayBuffer(verts.length * 3 * 4);\n const f32 = new Float32Array(glPoints);\n const u32 = new Uint32Array(glPoints);\n let p = 0;\n for (let i = 0; i < verts.length / 2; i++) {\n f32[p++] = verts[i * 2];\n f32[p++] = verts[i * 2 + 1];\n f32[p++] = uvs[i * 2];\n f32[p++] = uvs[i * 2 + 1];\n u32[p++] = colors[i];\n f32[p++] = textureIds[i];\n }\n this._buffer.update(glPoints);\n this._indexBuffer.update(this.indicesUint16);\n }\n processFill(data) {\n if (data.holes.length) {\n buildPoly.triangulate(data, this);\n } else {\n const command = FILL_COMMANDS[data.type];\n command.triangulate(data, this);\n }\n }\n processLine(data) {\n buildLine(data, this);\n for (let i = 0; i < data.holes.length; i++) {\n buildLine(data.holes[i], this);\n }\n }\n processHoles(holes) {\n for (let i = 0; i < holes.length; i++) {\n const hole = holes[i];\n const command = FILL_COMMANDS[hole.type];\n command.build(hole);\n if (hole.matrix) {\n this.transformPoints(hole.points, hole.matrix);\n }\n }\n }\n calculateBounds() {\n const bounds = this._bounds;\n bounds.clear();\n bounds.addVertexData(this.points, 0, this.points.length);\n bounds.pad(this.boundsPadding, this.boundsPadding);\n }\n transformPoints(points, matrix) {\n for (let i = 0; i < points.length / 2; i++) {\n const x = points[i * 2];\n const y = points[i * 2 + 1];\n points[i * 2] = matrix.a * x + matrix.c * y + matrix.tx;\n points[i * 2 + 1] = matrix.b * x + matrix.d * y + matrix.ty;\n }\n }\n addColors(colors, color, alpha, size, offset = 0) {\n const rgb = (color >> 16) + (color & 65280) + ((color & 255) << 16);\n const rgba = utils.premultiplyTint(rgb, alpha);\n colors.length = Math.max(colors.length, offset + size);\n for (let i = 0; i < size; i++) {\n colors[offset + i] = rgba;\n }\n }\n addTextureIds(textureIds, id, size, offset = 0) {\n textureIds.length = Math.max(textureIds.length, offset + size);\n for (let i = 0; i < size; i++) {\n textureIds[offset + i] = id;\n }\n }\n addUvs(verts, uvs, texture, start, size, matrix = null) {\n let index = 0;\n const uvsStart = uvs.length;\n const frame = texture.frame;\n while (index < size) {\n let x = verts[(start + index) * 2];\n let y = verts[(start + index) * 2 + 1];\n if (matrix) {\n const nx = matrix.a * x + matrix.c * y + matrix.tx;\n y = matrix.b * x + matrix.d * y + matrix.ty;\n x = nx;\n }\n index++;\n uvs.push(x / frame.width, y / frame.height);\n }\n const baseTexture = texture.baseTexture;\n if (frame.width < baseTexture.width || frame.height < baseTexture.height) {\n this.adjustUvs(uvs, texture, uvsStart, size);\n }\n }\n adjustUvs(uvs, texture, start, size) {\n const baseTexture = texture.baseTexture;\n const eps = 1e-6;\n const finish = start + size * 2;\n const frame = texture.frame;\n const scaleX = frame.width / baseTexture.width;\n const scaleY = frame.height / baseTexture.height;\n let offsetX = frame.x / frame.width;\n let offsetY = frame.y / frame.height;\n let minX = Math.floor(uvs[start] + eps);\n let minY = Math.floor(uvs[start + 1] + eps);\n for (let i = start + 2; i < finish; i += 2) {\n minX = Math.min(minX, Math.floor(uvs[i] + eps));\n minY = Math.min(minY, Math.floor(uvs[i + 1] + eps));\n }\n offsetX -= minX;\n offsetY -= minY;\n for (let i = start; i < finish; i += 2) {\n uvs[i] = (uvs[i] + offsetX) * scaleX;\n uvs[i + 1] = (uvs[i + 1] + offsetY) * scaleY;\n }\n }\n};\nlet GraphicsGeometry = _GraphicsGeometry;\nGraphicsGeometry.BATCHABLE_SIZE = 100;\n\nexport { GraphicsGeometry };\n//# sourceMappingURL=GraphicsGeometry.mjs.map\n","import { FillStyle } from './FillStyle.mjs';\nimport { LINE_CAP, LINE_JOIN } from '../const.mjs';\n\nclass LineStyle extends FillStyle {\n constructor() {\n super(...arguments);\n this.width = 0;\n this.alignment = 0.5;\n this.native = false;\n this.cap = LINE_CAP.BUTT;\n this.join = LINE_JOIN.MITER;\n this.miterLimit = 10;\n }\n clone() {\n const obj = new LineStyle();\n obj.color = this.color;\n obj.alpha = this.alpha;\n obj.texture = this.texture;\n obj.matrix = this.matrix;\n obj.visible = this.visible;\n obj.width = this.width;\n obj.alignment = this.alignment;\n obj.native = this.native;\n obj.cap = this.cap;\n obj.join = this.join;\n obj.miterLimit = this.miterLimit;\n return obj;\n }\n reset() {\n super.reset();\n this.color = 0;\n this.alignment = 0.5;\n this.width = 0;\n this.native = false;\n }\n}\n\nexport { LineStyle };\n//# sourceMappingURL=LineStyle.mjs.map\n","import { State, BLEND_MODES, Texture, Polygon, PI_2, Rectangle, RoundedRectangle, Circle, Ellipse, SHAPES, utils, Matrix, UniformGroup, Shader, Point } from '@pixi/core';\nimport './utils/index.mjs';\nimport { GraphicsGeometry } from './GraphicsGeometry.mjs';\nimport { FillStyle } from './styles/FillStyle.mjs';\nimport { LineStyle } from './styles/LineStyle.mjs';\nimport { Container } from '@pixi/display';\nimport { LINE_CAP, LINE_JOIN } from './const.mjs';\nimport { QuadraticUtils } from './utils/QuadraticUtils.mjs';\nimport { BezierUtils } from './utils/BezierUtils.mjs';\nimport { ArcUtils } from './utils/ArcUtils.mjs';\n\nconst temp = new Float32Array(3);\nconst DEFAULT_SHADERS = {};\nconst _Graphics = class extends Container {\n constructor(geometry = null) {\n super();\n this.shader = null;\n this.pluginName = \"batch\";\n this.currentPath = null;\n this.batches = [];\n this.batchTint = -1;\n this.batchDirty = -1;\n this.vertexData = null;\n this._fillStyle = new FillStyle();\n this._lineStyle = new LineStyle();\n this._matrix = null;\n this._holeMode = false;\n this.state = State.for2d();\n this._geometry = geometry || new GraphicsGeometry();\n this._geometry.refCount++;\n this._transformID = -1;\n this.tint = 16777215;\n this.blendMode = BLEND_MODES.NORMAL;\n }\n get geometry() {\n return this._geometry;\n }\n clone() {\n this.finishPoly();\n return new _Graphics(this._geometry);\n }\n set blendMode(value) {\n this.state.blendMode = value;\n }\n get blendMode() {\n return this.state.blendMode;\n }\n get tint() {\n return this._tint;\n }\n set tint(value) {\n this._tint = value;\n }\n get fill() {\n return this._fillStyle;\n }\n get line() {\n return this._lineStyle;\n }\n lineStyle(options = null, color = 0, alpha = 1, alignment = 0.5, native = false) {\n if (typeof options === \"number\") {\n options = { width: options, color, alpha, alignment, native };\n }\n return this.lineTextureStyle(options);\n }\n lineTextureStyle(options) {\n options = Object.assign({\n width: 0,\n texture: Texture.WHITE,\n color: options?.texture ? 16777215 : 0,\n alpha: 1,\n matrix: null,\n alignment: 0.5,\n native: false,\n cap: LINE_CAP.BUTT,\n join: LINE_JOIN.MITER,\n miterLimit: 10\n }, options);\n if (this.currentPath) {\n this.startPoly();\n }\n const visible = options.width > 0 && options.alpha > 0;\n if (!visible) {\n this._lineStyle.reset();\n } else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._lineStyle, { visible }, options);\n }\n return this;\n }\n startPoly() {\n if (this.currentPath) {\n const points = this.currentPath.points;\n const len = this.currentPath.points.length;\n if (len > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n this.currentPath.points.push(points[len - 2], points[len - 1]);\n }\n } else {\n this.currentPath = new Polygon();\n this.currentPath.closeStroke = false;\n }\n }\n finishPoly() {\n if (this.currentPath) {\n if (this.currentPath.points.length > 2) {\n this.drawShape(this.currentPath);\n this.currentPath = null;\n } else {\n this.currentPath.points.length = 0;\n }\n }\n }\n moveTo(x, y) {\n this.startPoly();\n this.currentPath.points[0] = x;\n this.currentPath.points[1] = y;\n return this;\n }\n lineTo(x, y) {\n if (!this.currentPath) {\n this.moveTo(0, 0);\n }\n const points = this.currentPath.points;\n const fromX = points[points.length - 2];\n const fromY = points[points.length - 1];\n if (fromX !== x || fromY !== y) {\n points.push(x, y);\n }\n return this;\n }\n _initCurve(x = 0, y = 0) {\n if (this.currentPath) {\n if (this.currentPath.points.length === 0) {\n this.currentPath.points = [x, y];\n }\n } else {\n this.moveTo(x, y);\n }\n }\n quadraticCurveTo(cpX, cpY, toX, toY) {\n this._initCurve();\n const points = this.currentPath.points;\n if (points.length === 0) {\n this.moveTo(0, 0);\n }\n QuadraticUtils.curveTo(cpX, cpY, toX, toY, points);\n return this;\n }\n bezierCurveTo(cpX, cpY, cpX2, cpY2, toX, toY) {\n this._initCurve();\n BezierUtils.curveTo(cpX, cpY, cpX2, cpY2, toX, toY, this.currentPath.points);\n return this;\n }\n arcTo(x1, y1, x2, y2, radius) {\n this._initCurve(x1, y1);\n const points = this.currentPath.points;\n const result = ArcUtils.curveTo(x1, y1, x2, y2, radius, points);\n if (result) {\n const { cx, cy, radius: radius2, startAngle, endAngle, anticlockwise } = result;\n this.arc(cx, cy, radius2, startAngle, endAngle, anticlockwise);\n }\n return this;\n }\n arc(cx, cy, radius, startAngle, endAngle, anticlockwise = false) {\n if (startAngle === endAngle) {\n return this;\n }\n if (!anticlockwise && endAngle <= startAngle) {\n endAngle += PI_2;\n } else if (anticlockwise && startAngle <= endAngle) {\n startAngle += PI_2;\n }\n const sweep = endAngle - startAngle;\n if (sweep === 0) {\n return this;\n }\n const startX = cx + Math.cos(startAngle) * radius;\n const startY = cy + Math.sin(startAngle) * radius;\n const eps = this._geometry.closePointEps;\n let points = this.currentPath ? this.currentPath.points : null;\n if (points) {\n const xDiff = Math.abs(points[points.length - 2] - startX);\n const yDiff = Math.abs(points[points.length - 1] - startY);\n if (xDiff < eps && yDiff < eps) {\n } else {\n points.push(startX, startY);\n }\n } else {\n this.moveTo(startX, startY);\n points = this.currentPath.points;\n }\n ArcUtils.arc(startX, startY, cx, cy, radius, startAngle, endAngle, anticlockwise, points);\n return this;\n }\n beginFill(color = 0, alpha = 1) {\n return this.beginTextureFill({ texture: Texture.WHITE, color, alpha });\n }\n beginTextureFill(options) {\n options = Object.assign({\n texture: Texture.WHITE,\n color: 16777215,\n alpha: 1,\n matrix: null\n }, options);\n if (this.currentPath) {\n this.startPoly();\n }\n const visible = options.alpha > 0;\n if (!visible) {\n this._fillStyle.reset();\n } else {\n if (options.matrix) {\n options.matrix = options.matrix.clone();\n options.matrix.invert();\n }\n Object.assign(this._fillStyle, { visible }, options);\n }\n return this;\n }\n endFill() {\n this.finishPoly();\n this._fillStyle.reset();\n return this;\n }\n drawRect(x, y, width, height) {\n return this.drawShape(new Rectangle(x, y, width, height));\n }\n drawRoundedRect(x, y, width, height, radius) {\n return this.drawShape(new RoundedRectangle(x, y, width, height, radius));\n }\n drawCircle(x, y, radius) {\n return this.drawShape(new Circle(x, y, radius));\n }\n drawEllipse(x, y, width, height) {\n return this.drawShape(new Ellipse(x, y, width, height));\n }\n drawPolygon(...path) {\n let points;\n let closeStroke = true;\n const poly = path[0];\n if (poly.points) {\n closeStroke = poly.closeStroke;\n points = poly.points;\n } else if (Array.isArray(path[0])) {\n points = path[0];\n } else {\n points = path;\n }\n const shape = new Polygon(points);\n shape.closeStroke = closeStroke;\n this.drawShape(shape);\n return this;\n }\n drawShape(shape) {\n if (!this._holeMode) {\n this._geometry.drawShape(shape, this._fillStyle.clone(), this._lineStyle.clone(), this._matrix);\n } else {\n this._geometry.drawHole(shape, this._matrix);\n }\n return this;\n }\n clear() {\n this._geometry.clear();\n this._lineStyle.reset();\n this._fillStyle.reset();\n this._boundsID++;\n this._matrix = null;\n this._holeMode = false;\n this.currentPath = null;\n return this;\n }\n isFastRect() {\n const data = this._geometry.graphicsData;\n return data.length === 1 && data[0].shape.type === SHAPES.RECT && !data[0].matrix && !data[0].holes.length && !(data[0].lineStyle.visible && data[0].lineStyle.width);\n }\n _render(renderer) {\n this.finishPoly();\n const geometry = this._geometry;\n geometry.updateBatches();\n if (geometry.batchable) {\n if (this.batchDirty !== geometry.batchDirty) {\n this._populateBatches();\n }\n this._renderBatched(renderer);\n } else {\n renderer.batch.flush();\n this._renderDirect(renderer);\n }\n }\n _populateBatches() {\n const geometry = this._geometry;\n const blendMode = this.blendMode;\n const len = geometry.batches.length;\n this.batchTint = -1;\n this._transformID = -1;\n this.batchDirty = geometry.batchDirty;\n this.batches.length = len;\n this.vertexData = new Float32Array(geometry.points);\n for (let i = 0; i < len; i++) {\n const gI = geometry.batches[i];\n const color = gI.style.color;\n const vertexData = new Float32Array(this.vertexData.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n const uvs = new Float32Array(geometry.uvsFloat32.buffer, gI.attribStart * 4 * 2, gI.attribSize * 2);\n const indices = new Uint16Array(geometry.indicesUint16.buffer, gI.start * 2, gI.size);\n const batch = {\n vertexData,\n blendMode,\n indices,\n uvs,\n _batchRGB: utils.hex2rgb(color),\n _tintRGB: color,\n _texture: gI.style.texture,\n alpha: gI.style.alpha,\n worldAlpha: 1\n };\n this.batches[i] = batch;\n }\n }\n _renderBatched(renderer) {\n if (!this.batches.length) {\n return;\n }\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n this.calculateVertices();\n this.calculateTints();\n for (let i = 0, l = this.batches.length; i < l; i++) {\n const batch = this.batches[i];\n batch.worldAlpha = this.worldAlpha * batch.alpha;\n renderer.plugins[this.pluginName].render(batch);\n }\n }\n _renderDirect(renderer) {\n const shader = this._resolveDirectShader(renderer);\n const geometry = this._geometry;\n const tint = this.tint;\n const worldAlpha = this.worldAlpha;\n const uniforms = shader.uniforms;\n const drawCalls = geometry.drawCalls;\n uniforms.translationMatrix = this.transform.worldTransform;\n uniforms.tint[0] = (tint >> 16 & 255) / 255 * worldAlpha;\n uniforms.tint[1] = (tint >> 8 & 255) / 255 * worldAlpha;\n uniforms.tint[2] = (tint & 255) / 255 * worldAlpha;\n uniforms.tint[3] = worldAlpha;\n renderer.shader.bind(shader);\n renderer.geometry.bind(geometry, shader);\n renderer.state.set(this.state);\n for (let i = 0, l = drawCalls.length; i < l; i++) {\n this._renderDrawCallDirect(renderer, geometry.drawCalls[i]);\n }\n }\n _renderDrawCallDirect(renderer, drawCall) {\n const { texArray, type, size, start } = drawCall;\n const groupTextureCount = texArray.count;\n for (let j = 0; j < groupTextureCount; j++) {\n renderer.texture.bind(texArray.elements[j], j);\n }\n renderer.geometry.draw(type, size, start);\n }\n _resolveDirectShader(renderer) {\n let shader = this.shader;\n const pluginName = this.pluginName;\n if (!shader) {\n if (!DEFAULT_SHADERS[pluginName]) {\n const { MAX_TEXTURES } = renderer.plugins[pluginName];\n const sampleValues = new Int32Array(MAX_TEXTURES);\n for (let i = 0; i < MAX_TEXTURES; i++) {\n sampleValues[i] = i;\n }\n const uniforms = {\n tint: new Float32Array([1, 1, 1, 1]),\n translationMatrix: new Matrix(),\n default: UniformGroup.from({ uSamplers: sampleValues }, true)\n };\n const program = renderer.plugins[pluginName]._shader.program;\n DEFAULT_SHADERS[pluginName] = new Shader(program, uniforms);\n }\n shader = DEFAULT_SHADERS[pluginName];\n }\n return shader;\n }\n _calculateBounds() {\n this.finishPoly();\n const geometry = this._geometry;\n if (!geometry.graphicsData.length) {\n return;\n }\n const { minX, minY, maxX, maxY } = geometry.bounds;\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n }\n containsPoint(point) {\n this.worldTransform.applyInverse(point, _Graphics._TEMP_POINT);\n return this._geometry.containsPoint(_Graphics._TEMP_POINT);\n }\n calculateTints() {\n if (this.batchTint !== this.tint) {\n this.batchTint = this.tint;\n const tintRGB = utils.hex2rgb(this.tint, temp);\n for (let i = 0; i < this.batches.length; i++) {\n const batch = this.batches[i];\n const batchTint = batch._batchRGB;\n const r = tintRGB[0] * batchTint[0] * 255;\n const g = tintRGB[1] * batchTint[1] * 255;\n const b = tintRGB[2] * batchTint[2] * 255;\n const color = (r << 16) + (g << 8) + (b | 0);\n batch._tintRGB = (color >> 16) + (color & 65280) + ((color & 255) << 16);\n }\n }\n }\n calculateVertices() {\n const wtID = this.transform._worldID;\n if (this._transformID === wtID) {\n return;\n }\n this._transformID = wtID;\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n const data = this._geometry.points;\n const vertexData = this.vertexData;\n let count = 0;\n for (let i = 0; i < data.length; i += 2) {\n const x = data[i];\n const y = data[i + 1];\n vertexData[count++] = a * x + c * y + tx;\n vertexData[count++] = d * y + b * x + ty;\n }\n }\n closePath() {\n const currentPath = this.currentPath;\n if (currentPath) {\n currentPath.closeStroke = true;\n this.finishPoly();\n }\n return this;\n }\n setMatrix(matrix) {\n this._matrix = matrix;\n return this;\n }\n beginHole() {\n this.finishPoly();\n this._holeMode = true;\n return this;\n }\n endHole() {\n this.finishPoly();\n this._holeMode = false;\n return this;\n }\n destroy(options) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n this._matrix = null;\n this.currentPath = null;\n this._lineStyle.destroy();\n this._lineStyle = null;\n this._fillStyle.destroy();\n this._fillStyle = null;\n this._geometry = null;\n this.shader = null;\n this.vertexData = null;\n this.batches.length = 0;\n this.batches = null;\n super.destroy(options);\n }\n};\nlet Graphics = _Graphics;\nGraphics._TEMP_POINT = new Point();\n\nexport { Graphics };\n//# sourceMappingURL=Graphics.mjs.map\n","export { GRAPHICS_CURVES, LINE_CAP, LINE_JOIN } from './const.mjs';\nexport { FillStyle } from './styles/FillStyle.mjs';\nexport { Graphics } from './Graphics.mjs';\nexport { GraphicsData } from './GraphicsData.mjs';\nexport { GraphicsGeometry } from './GraphicsGeometry.mjs';\nexport { LineStyle } from './styles/LineStyle.mjs';\nimport { FILL_COMMANDS, BATCH_POOL, DRAW_CALL_POOL } from './utils/index.mjs';\nimport { buildPoly } from './utils/buildPoly.mjs';\nimport { buildCircle } from './utils/buildCircle.mjs';\nimport { buildRectangle } from './utils/buildRectangle.mjs';\nimport { buildRoundedRectangle } from './utils/buildRoundedRectangle.mjs';\nimport { buildLine } from './utils/buildLine.mjs';\nimport { ArcUtils } from './utils/ArcUtils.mjs';\nimport { BezierUtils } from './utils/BezierUtils.mjs';\nimport { QuadraticUtils } from './utils/QuadraticUtils.mjs';\nimport { BatchPart } from './utils/BatchPart.mjs';\n\nconst graphicsUtils = {\n buildPoly,\n buildCircle,\n buildRectangle,\n buildRoundedRectangle,\n buildLine,\n ArcUtils,\n BezierUtils,\n QuadraticUtils,\n BatchPart,\n FILL_COMMANDS,\n BATCH_POOL,\n DRAW_CALL_POOL\n};\n\nexport { graphicsUtils };\n//# sourceMappingURL=index.mjs.map\n","class MeshBatchUvs {\n constructor(uvBuffer, uvMatrix) {\n this.uvBuffer = uvBuffer;\n this.uvMatrix = uvMatrix;\n this.data = null;\n this._bufferUpdateId = -1;\n this._textureUpdateId = -1;\n this._updateID = 0;\n }\n update(forceUpdate) {\n if (!forceUpdate && this._bufferUpdateId === this.uvBuffer._updateID && this._textureUpdateId === this.uvMatrix._updateID) {\n return;\n }\n this._bufferUpdateId = this.uvBuffer._updateID;\n this._textureUpdateId = this.uvMatrix._updateID;\n const data = this.uvBuffer.data;\n if (!this.data || this.data.length !== data.length) {\n this.data = new Float32Array(data.length);\n }\n this.uvMatrix.multiplyUvs(data, this.data);\n this._updateID++;\n }\n}\n\nexport { MeshBatchUvs };\n//# sourceMappingURL=MeshBatchUvs.mjs.map\n","import { Point, Polygon, State, settings, DRAW_MODES } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { MeshBatchUvs } from './MeshBatchUvs.mjs';\n\nconst tempPoint = new Point();\nconst tempPolygon = new Polygon();\nconst _Mesh = class extends Container {\n constructor(geometry, shader, state, drawMode = DRAW_MODES.TRIANGLES) {\n super();\n this.geometry = geometry;\n this.shader = shader;\n this.state = state || State.for2d();\n this.drawMode = drawMode;\n this.start = 0;\n this.size = 0;\n this.uvs = null;\n this.indices = null;\n this.vertexData = new Float32Array(1);\n this.vertexDirty = -1;\n this._transformID = -1;\n this._roundPixels = settings.ROUND_PIXELS;\n this.batchUvs = null;\n }\n get geometry() {\n return this._geometry;\n }\n set geometry(value) {\n if (this._geometry === value) {\n return;\n }\n if (this._geometry) {\n this._geometry.refCount--;\n if (this._geometry.refCount === 0) {\n this._geometry.dispose();\n }\n }\n this._geometry = value;\n if (this._geometry) {\n this._geometry.refCount++;\n }\n this.vertexDirty = -1;\n }\n get uvBuffer() {\n return this.geometry.buffers[1];\n }\n get verticesBuffer() {\n return this.geometry.buffers[0];\n }\n set material(value) {\n this.shader = value;\n }\n get material() {\n return this.shader;\n }\n set blendMode(value) {\n this.state.blendMode = value;\n }\n get blendMode() {\n return this.state.blendMode;\n }\n set roundPixels(value) {\n if (this._roundPixels !== value) {\n this._transformID = -1;\n }\n this._roundPixels = value;\n }\n get roundPixels() {\n return this._roundPixels;\n }\n get tint() {\n return \"tint\" in this.shader ? this.shader.tint : null;\n }\n set tint(value) {\n this.shader.tint = value;\n }\n get texture() {\n return \"texture\" in this.shader ? this.shader.texture : null;\n }\n set texture(value) {\n this.shader.texture = value;\n }\n _render(renderer) {\n const vertices = this.geometry.buffers[0].data;\n const shader = this.shader;\n if (shader.batchable && this.drawMode === DRAW_MODES.TRIANGLES && vertices.length < _Mesh.BATCHABLE_SIZE * 2) {\n this._renderToBatch(renderer);\n } else {\n this._renderDefault(renderer);\n }\n }\n _renderDefault(renderer) {\n const shader = this.shader;\n shader.alpha = this.worldAlpha;\n if (shader.update) {\n shader.update();\n }\n renderer.batch.flush();\n shader.uniforms.translationMatrix = this.transform.worldTransform.toArray(true);\n renderer.shader.bind(shader);\n renderer.state.set(this.state);\n renderer.geometry.bind(this.geometry, shader);\n renderer.geometry.draw(this.drawMode, this.size, this.start, this.geometry.instanceCount);\n }\n _renderToBatch(renderer) {\n const geometry = this.geometry;\n const shader = this.shader;\n if (shader.uvMatrix) {\n shader.uvMatrix.update();\n this.calculateUvs();\n }\n this.calculateVertices();\n this.indices = geometry.indexBuffer.data;\n this._tintRGB = shader._tintRGB;\n this._texture = shader.texture;\n const pluginName = this.material.pluginName;\n renderer.batch.setObjectRenderer(renderer.plugins[pluginName]);\n renderer.plugins[pluginName].render(this);\n }\n calculateVertices() {\n const geometry = this.geometry;\n const verticesBuffer = geometry.buffers[0];\n const vertices = verticesBuffer.data;\n const vertexDirtyId = verticesBuffer._updateID;\n if (vertexDirtyId === this.vertexDirty && this._transformID === this.transform._worldID) {\n return;\n }\n this._transformID = this.transform._worldID;\n if (this.vertexData.length !== vertices.length) {\n this.vertexData = new Float32Array(vertices.length);\n }\n const wt = this.transform.worldTransform;\n const a = wt.a;\n const b = wt.b;\n const c = wt.c;\n const d = wt.d;\n const tx = wt.tx;\n const ty = wt.ty;\n const vertexData = this.vertexData;\n for (let i = 0; i < vertexData.length / 2; i++) {\n const x = vertices[i * 2];\n const y = vertices[i * 2 + 1];\n vertexData[i * 2] = a * x + c * y + tx;\n vertexData[i * 2 + 1] = b * x + d * y + ty;\n }\n if (this._roundPixels) {\n const resolution = settings.RESOLUTION;\n for (let i = 0; i < vertexData.length; ++i) {\n vertexData[i] = Math.round((vertexData[i] * resolution | 0) / resolution);\n }\n }\n this.vertexDirty = vertexDirtyId;\n }\n calculateUvs() {\n const geomUvs = this.geometry.buffers[1];\n const shader = this.shader;\n if (!shader.uvMatrix.isSimple) {\n if (!this.batchUvs) {\n this.batchUvs = new MeshBatchUvs(geomUvs, shader.uvMatrix);\n }\n this.batchUvs.update();\n this.uvs = this.batchUvs.data;\n } else {\n this.uvs = geomUvs.data;\n }\n }\n _calculateBounds() {\n this.calculateVertices();\n this._bounds.addVertexData(this.vertexData, 0, this.vertexData.length);\n }\n containsPoint(point) {\n if (!this.getBounds().contains(point.x, point.y)) {\n return false;\n }\n this.worldTransform.applyInverse(point, tempPoint);\n const vertices = this.geometry.getBuffer(\"aVertexPosition\").data;\n const points = tempPolygon.points;\n const indices = this.geometry.getIndex().data;\n const len = indices.length;\n const step = this.drawMode === 4 ? 3 : 1;\n for (let i = 0; i + 2 < len; i += step) {\n const ind0 = indices[i] * 2;\n const ind1 = indices[i + 1] * 2;\n const ind2 = indices[i + 2] * 2;\n points[0] = vertices[ind0];\n points[1] = vertices[ind0 + 1];\n points[2] = vertices[ind1];\n points[3] = vertices[ind1 + 1];\n points[4] = vertices[ind2];\n points[5] = vertices[ind2 + 1];\n if (tempPolygon.contains(tempPoint.x, tempPoint.y)) {\n return true;\n }\n }\n return false;\n }\n destroy(options) {\n super.destroy(options);\n if (this._cachedTexture) {\n this._cachedTexture.destroy();\n this._cachedTexture = null;\n }\n this.geometry = null;\n this.shader = null;\n this.state = null;\n this.uvs = null;\n this.indices = null;\n this.vertexData = null;\n }\n};\nlet Mesh = _Mesh;\nMesh.BATCHABLE_SIZE = 100;\n\nexport { Mesh };\n//# sourceMappingURL=Mesh.mjs.map\n","var fragment = \"varying vec2 vTextureCoord;\\nuniform vec4 uColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void)\\n{\\n gl_FragColor = texture2D(uSampler, vTextureCoord) * uColor;\\n}\\n\";\n\nexport { fragment as default };\n//# sourceMappingURL=mesh.mjs.map\n","var vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTextureMatrix;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nexport { vertex as default };\n//# sourceMappingURL=mesh2.mjs.map\n","import { Shader, Matrix, Program, TextureMatrix, utils } from '@pixi/core';\nimport fragment from './shader/mesh.mjs';\nimport vertex from './shader/mesh2.mjs';\n\nclass MeshMaterial extends Shader {\n constructor(uSampler, options) {\n const uniforms = {\n uSampler,\n alpha: 1,\n uTextureMatrix: Matrix.IDENTITY,\n uColor: new Float32Array([1, 1, 1, 1])\n };\n options = Object.assign({\n tint: 16777215,\n alpha: 1,\n pluginName: \"batch\"\n }, options);\n if (options.uniforms) {\n Object.assign(uniforms, options.uniforms);\n }\n super(options.program || Program.from(vertex, fragment), uniforms);\n this._colorDirty = false;\n this.uvMatrix = new TextureMatrix(uSampler);\n this.batchable = options.program === void 0;\n this.pluginName = options.pluginName;\n this.tint = options.tint;\n this.alpha = options.alpha;\n }\n get texture() {\n return this.uniforms.uSampler;\n }\n set texture(value) {\n if (this.uniforms.uSampler !== value) {\n if (!this.uniforms.uSampler.baseTexture.alphaMode !== !value.baseTexture.alphaMode) {\n this._colorDirty = true;\n }\n this.uniforms.uSampler = value;\n this.uvMatrix.texture = value;\n }\n }\n set alpha(value) {\n if (value === this._alpha)\n return;\n this._alpha = value;\n this._colorDirty = true;\n }\n get alpha() {\n return this._alpha;\n }\n set tint(value) {\n if (value === this._tint)\n return;\n this._tint = value;\n this._tintRGB = (value >> 16) + (value & 65280) + ((value & 255) << 16);\n this._colorDirty = true;\n }\n get tint() {\n return this._tint;\n }\n update() {\n if (this._colorDirty) {\n this._colorDirty = false;\n const baseTexture = this.texture.baseTexture;\n utils.premultiplyTintToRgba(this._tint, this._alpha, this.uniforms.uColor, baseTexture.alphaMode);\n }\n if (this.uvMatrix.update()) {\n this.uniforms.uTextureMatrix = this.uvMatrix.mapCoord;\n }\n }\n}\n\nexport { MeshMaterial };\n//# sourceMappingURL=MeshMaterial.mjs.map\n","import { Geometry, Buffer, TYPES } from '@pixi/core';\n\nclass MeshGeometry extends Geometry {\n constructor(vertices, uvs, index) {\n super();\n const verticesBuffer = new Buffer(vertices);\n const uvsBuffer = new Buffer(uvs, true);\n const indexBuffer = new Buffer(index, true, true);\n this.addAttribute(\"aVertexPosition\", verticesBuffer, 2, false, TYPES.FLOAT).addAttribute(\"aTextureCoord\", uvsBuffer, 2, false, TYPES.FLOAT).addIndex(indexBuffer);\n this._updateId = -1;\n }\n get vertexDirtyId() {\n return this.buffers[0]._updateID;\n }\n}\n\nexport { MeshGeometry };\n//# sourceMappingURL=MeshGeometry.mjs.map\n","import { MeshGeometry } from '@pixi/mesh';\n\nclass PlaneGeometry extends MeshGeometry {\n constructor(width = 100, height = 100, segWidth = 10, segHeight = 10) {\n super();\n this.segWidth = segWidth;\n this.segHeight = segHeight;\n this.width = width;\n this.height = height;\n this.build();\n }\n build() {\n const total = this.segWidth * this.segHeight;\n const verts = [];\n const uvs = [];\n const indices = [];\n const segmentsX = this.segWidth - 1;\n const segmentsY = this.segHeight - 1;\n const sizeX = this.width / segmentsX;\n const sizeY = this.height / segmentsY;\n for (let i = 0; i < total; i++) {\n const x = i % this.segWidth;\n const y = i / this.segWidth | 0;\n verts.push(x * sizeX, y * sizeY);\n uvs.push(x / segmentsX, y / segmentsY);\n }\n const totalSub = segmentsX * segmentsY;\n for (let i = 0; i < totalSub; i++) {\n const xpos = i % segmentsX;\n const ypos = i / segmentsX | 0;\n const value = ypos * this.segWidth + xpos;\n const value2 = ypos * this.segWidth + xpos + 1;\n const value3 = (ypos + 1) * this.segWidth + xpos;\n const value4 = (ypos + 1) * this.segWidth + xpos + 1;\n indices.push(value, value2, value3, value2, value4, value3);\n }\n this.buffers[0].data = new Float32Array(verts);\n this.buffers[1].data = new Float32Array(uvs);\n this.indexBuffer.data = new Uint16Array(indices);\n this.buffers[0].update();\n this.buffers[1].update();\n this.indexBuffer.update();\n }\n}\n\nexport { PlaneGeometry };\n//# sourceMappingURL=PlaneGeometry.mjs.map\n","import { MeshGeometry } from '@pixi/mesh';\n\nclass RopeGeometry extends MeshGeometry {\n constructor(width = 200, points, textureScale = 0) {\n super(new Float32Array(points.length * 4), new Float32Array(points.length * 4), new Uint16Array((points.length - 1) * 6));\n this.points = points;\n this._width = width;\n this.textureScale = textureScale;\n this.build();\n }\n get width() {\n return this._width;\n }\n build() {\n const points = this.points;\n if (!points)\n return;\n const vertexBuffer = this.getBuffer(\"aVertexPosition\");\n const uvBuffer = this.getBuffer(\"aTextureCoord\");\n const indexBuffer = this.getIndex();\n if (points.length < 1) {\n return;\n }\n if (vertexBuffer.data.length / 4 !== points.length) {\n vertexBuffer.data = new Float32Array(points.length * 4);\n uvBuffer.data = new Float32Array(points.length * 4);\n indexBuffer.data = new Uint16Array((points.length - 1) * 6);\n }\n const uvs = uvBuffer.data;\n const indices = indexBuffer.data;\n uvs[0] = 0;\n uvs[1] = 0;\n uvs[2] = 0;\n uvs[3] = 1;\n let amount = 0;\n let prev = points[0];\n const textureWidth = this._width * this.textureScale;\n const total = points.length;\n for (let i = 0; i < total; i++) {\n const index = i * 4;\n if (this.textureScale > 0) {\n const dx = prev.x - points[i].x;\n const dy = prev.y - points[i].y;\n const distance = Math.sqrt(dx * dx + dy * dy);\n prev = points[i];\n amount += distance / textureWidth;\n } else {\n amount = i / (total - 1);\n }\n uvs[index] = amount;\n uvs[index + 1] = 0;\n uvs[index + 2] = amount;\n uvs[index + 3] = 1;\n }\n let indexCount = 0;\n for (let i = 0; i < total - 1; i++) {\n const index = i * 2;\n indices[indexCount++] = index;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 2;\n indices[indexCount++] = index + 1;\n indices[indexCount++] = index + 3;\n }\n uvBuffer.update();\n indexBuffer.update();\n this.updateVertices();\n }\n updateVertices() {\n const points = this.points;\n if (points.length < 1) {\n return;\n }\n let lastPoint = points[0];\n let nextPoint;\n let perpX = 0;\n let perpY = 0;\n const vertices = this.buffers[0].data;\n const total = points.length;\n for (let i = 0; i < total; i++) {\n const point = points[i];\n const index = i * 4;\n if (i < points.length - 1) {\n nextPoint = points[i + 1];\n } else {\n nextPoint = point;\n }\n perpY = -(nextPoint.x - lastPoint.x);\n perpX = nextPoint.y - lastPoint.y;\n let ratio = (1 - i / (total - 1)) * 10;\n if (ratio > 1) {\n ratio = 1;\n }\n const perpLength = Math.sqrt(perpX * perpX + perpY * perpY);\n const num = this.textureScale > 0 ? this.textureScale * this._width / 2 : this._width / 2;\n perpX /= perpLength;\n perpY /= perpLength;\n perpX *= num;\n perpY *= num;\n vertices[index] = point.x + perpX;\n vertices[index + 1] = point.y + perpY;\n vertices[index + 2] = point.x - perpX;\n vertices[index + 3] = point.y - perpY;\n lastPoint = point;\n }\n this.buffers[0].update();\n }\n update() {\n if (this.textureScale > 0) {\n this.build();\n } else {\n this.updateVertices();\n }\n }\n}\n\nexport { RopeGeometry };\n//# sourceMappingURL=RopeGeometry.mjs.map\n","import { Mesh, MeshMaterial } from '@pixi/mesh';\nimport { WRAP_MODES } from '@pixi/core';\nimport { RopeGeometry } from './geometry/RopeGeometry.mjs';\n\nclass SimpleRope extends Mesh {\n constructor(texture, points, textureScale = 0) {\n const ropeGeometry = new RopeGeometry(texture.height, points, textureScale);\n const meshMaterial = new MeshMaterial(texture);\n if (textureScale > 0) {\n texture.baseTexture.wrapMode = WRAP_MODES.REPEAT;\n }\n super(ropeGeometry, meshMaterial);\n this.autoUpdate = true;\n }\n _render(renderer) {\n const geometry = this.geometry;\n if (this.autoUpdate || geometry._width !== this.shader.texture.height) {\n geometry._width = this.shader.texture.height;\n geometry.update();\n }\n super._render(renderer);\n }\n}\n\nexport { SimpleRope };\n//# sourceMappingURL=SimpleRope.mjs.map\n","import { Texture } from '@pixi/core';\nimport { Mesh, MeshMaterial } from '@pixi/mesh';\nimport { PlaneGeometry } from './geometry/PlaneGeometry.mjs';\n\nclass SimplePlane extends Mesh {\n constructor(texture, verticesX, verticesY) {\n const planeGeometry = new PlaneGeometry(texture.width, texture.height, verticesX, verticesY);\n const meshMaterial = new MeshMaterial(Texture.WHITE);\n super(planeGeometry, meshMaterial);\n this.texture = texture;\n this.autoResize = true;\n }\n textureUpdated() {\n this._textureID = this.shader.texture._updateID;\n const geometry = this.geometry;\n const { width, height } = this.shader.texture;\n if (this.autoResize && (geometry.width !== width || geometry.height !== height)) {\n geometry.width = this.shader.texture.width;\n geometry.height = this.shader.texture.height;\n geometry.build();\n }\n }\n set texture(value) {\n if (this.shader.texture === value) {\n return;\n }\n this.shader.texture = value;\n this._textureID = -1;\n if (value.baseTexture.valid) {\n this.textureUpdated();\n } else {\n value.once(\"update\", this.textureUpdated, this);\n }\n }\n get texture() {\n return this.shader.texture;\n }\n _render(renderer) {\n if (this._textureID !== this.shader.texture._updateID) {\n this.textureUpdated();\n }\n super._render(renderer);\n }\n destroy(options) {\n this.shader.texture.off(\"update\", this.textureUpdated, this);\n super.destroy(options);\n }\n}\n\nexport { SimplePlane };\n//# sourceMappingURL=SimplePlane.mjs.map\n","import { Mesh, MeshGeometry, MeshMaterial } from '@pixi/mesh';\nimport { Texture } from '@pixi/core';\n\nclass SimpleMesh extends Mesh {\n constructor(texture = Texture.EMPTY, vertices, uvs, indices, drawMode) {\n const geometry = new MeshGeometry(vertices, uvs, indices);\n geometry.getBuffer(\"aVertexPosition\").static = false;\n const meshMaterial = new MeshMaterial(texture);\n super(geometry, meshMaterial, null, drawMode);\n this.autoUpdate = true;\n }\n get vertices() {\n return this.geometry.getBuffer(\"aVertexPosition\").data;\n }\n set vertices(value) {\n this.geometry.getBuffer(\"aVertexPosition\").data = value;\n }\n _render(renderer) {\n if (this.autoUpdate) {\n this.geometry.getBuffer(\"aVertexPosition\").update();\n }\n super._render(renderer);\n }\n}\n\nexport { SimpleMesh };\n//# sourceMappingURL=SimpleMesh.mjs.map\n","import { Texture } from '@pixi/core';\nimport { SimplePlane } from './SimplePlane.mjs';\n\nconst DEFAULT_BORDER_SIZE = 10;\nclass NineSlicePlane extends SimplePlane {\n constructor(texture, leftWidth = DEFAULT_BORDER_SIZE, topHeight = DEFAULT_BORDER_SIZE, rightWidth = DEFAULT_BORDER_SIZE, bottomHeight = DEFAULT_BORDER_SIZE) {\n super(Texture.WHITE, 4, 4);\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n this._width = this._origWidth;\n this._height = this._origHeight;\n this._leftWidth = leftWidth;\n this._rightWidth = rightWidth;\n this._topHeight = topHeight;\n this._bottomHeight = bottomHeight;\n this.texture = texture;\n }\n textureUpdated() {\n this._textureID = this.shader.texture._updateID;\n this._refresh();\n }\n get vertices() {\n return this.geometry.getBuffer(\"aVertexPosition\").data;\n }\n set vertices(value) {\n this.geometry.getBuffer(\"aVertexPosition\").data = value;\n }\n updateHorizontalVertices() {\n const vertices = this.vertices;\n const scale = this._getMinScale();\n vertices[9] = vertices[11] = vertices[13] = vertices[15] = this._topHeight * scale;\n vertices[17] = vertices[19] = vertices[21] = vertices[23] = this._height - this._bottomHeight * scale;\n vertices[25] = vertices[27] = vertices[29] = vertices[31] = this._height;\n }\n updateVerticalVertices() {\n const vertices = this.vertices;\n const scale = this._getMinScale();\n vertices[2] = vertices[10] = vertices[18] = vertices[26] = this._leftWidth * scale;\n vertices[4] = vertices[12] = vertices[20] = vertices[28] = this._width - this._rightWidth * scale;\n vertices[6] = vertices[14] = vertices[22] = vertices[30] = this._width;\n }\n _getMinScale() {\n const w = this._leftWidth + this._rightWidth;\n const scaleW = this._width > w ? 1 : this._width / w;\n const h = this._topHeight + this._bottomHeight;\n const scaleH = this._height > h ? 1 : this._height / h;\n const scale = Math.min(scaleW, scaleH);\n return scale;\n }\n get width() {\n return this._width;\n }\n set width(value) {\n this._width = value;\n this._refresh();\n }\n get height() {\n return this._height;\n }\n set height(value) {\n this._height = value;\n this._refresh();\n }\n get leftWidth() {\n return this._leftWidth;\n }\n set leftWidth(value) {\n this._leftWidth = value;\n this._refresh();\n }\n get rightWidth() {\n return this._rightWidth;\n }\n set rightWidth(value) {\n this._rightWidth = value;\n this._refresh();\n }\n get topHeight() {\n return this._topHeight;\n }\n set topHeight(value) {\n this._topHeight = value;\n this._refresh();\n }\n get bottomHeight() {\n return this._bottomHeight;\n }\n set bottomHeight(value) {\n this._bottomHeight = value;\n this._refresh();\n }\n _refresh() {\n const texture = this.texture;\n const uvs = this.geometry.buffers[1].data;\n this._origWidth = texture.orig.width;\n this._origHeight = texture.orig.height;\n const _uvw = 1 / this._origWidth;\n const _uvh = 1 / this._origHeight;\n uvs[0] = uvs[8] = uvs[16] = uvs[24] = 0;\n uvs[1] = uvs[3] = uvs[5] = uvs[7] = 0;\n uvs[6] = uvs[14] = uvs[22] = uvs[30] = 1;\n uvs[25] = uvs[27] = uvs[29] = uvs[31] = 1;\n uvs[2] = uvs[10] = uvs[18] = uvs[26] = _uvw * this._leftWidth;\n uvs[4] = uvs[12] = uvs[20] = uvs[28] = 1 - _uvw * this._rightWidth;\n uvs[9] = uvs[11] = uvs[13] = uvs[15] = _uvh * this._topHeight;\n uvs[17] = uvs[19] = uvs[21] = uvs[23] = 1 - _uvh * this._bottomHeight;\n this.updateHorizontalVertices();\n this.updateVerticalVertices();\n this.geometry.buffers[0].update();\n this.geometry.buffers[1].update();\n }\n}\n\nexport { NineSlicePlane };\n//# sourceMappingURL=NineSlicePlane.mjs.map\n","import { BLEND_MODES, utils } from '@pixi/core';\nimport { Container } from '@pixi/display';\n\nclass ParticleContainer extends Container {\n constructor(maxSize = 1500, properties, batchSize = 16384, autoResize = false) {\n super();\n const maxBatchSize = 16384;\n if (batchSize > maxBatchSize) {\n batchSize = maxBatchSize;\n }\n this._properties = [false, true, false, false, false];\n this._maxSize = maxSize;\n this._batchSize = batchSize;\n this._buffers = null;\n this._bufferUpdateIDs = [];\n this._updateID = 0;\n this.interactiveChildren = false;\n this.blendMode = BLEND_MODES.NORMAL;\n this.autoResize = autoResize;\n this.roundPixels = true;\n this.baseTexture = null;\n this.setProperties(properties);\n this._tint = 0;\n this.tintRgb = new Float32Array(4);\n this.tint = 16777215;\n }\n setProperties(properties) {\n if (properties) {\n this._properties[0] = \"vertices\" in properties || \"scale\" in properties ? !!properties.vertices || !!properties.scale : this._properties[0];\n this._properties[1] = \"position\" in properties ? !!properties.position : this._properties[1];\n this._properties[2] = \"rotation\" in properties ? !!properties.rotation : this._properties[2];\n this._properties[3] = \"uvs\" in properties ? !!properties.uvs : this._properties[3];\n this._properties[4] = \"tint\" in properties || \"alpha\" in properties ? !!properties.tint || !!properties.alpha : this._properties[4];\n }\n }\n updateTransform() {\n this.displayObjectUpdateTransform();\n }\n get tint() {\n return this._tint;\n }\n set tint(value) {\n this._tint = value;\n utils.hex2rgb(value, this.tintRgb);\n }\n render(renderer) {\n if (!this.visible || this.worldAlpha <= 0 || !this.children.length || !this.renderable) {\n return;\n }\n if (!this.baseTexture) {\n this.baseTexture = this.children[0]._texture.baseTexture;\n if (!this.baseTexture.valid) {\n this.baseTexture.once(\"update\", () => this.onChildrenChange(0));\n }\n }\n renderer.batch.setObjectRenderer(renderer.plugins.particle);\n renderer.plugins.particle.render(this);\n }\n onChildrenChange(smallestChildIndex) {\n const bufferIndex = Math.floor(smallestChildIndex / this._batchSize);\n while (this._bufferUpdateIDs.length < bufferIndex) {\n this._bufferUpdateIDs.push(0);\n }\n this._bufferUpdateIDs[bufferIndex] = ++this._updateID;\n }\n dispose() {\n if (this._buffers) {\n for (let i = 0; i < this._buffers.length; ++i) {\n this._buffers[i].destroy();\n }\n this._buffers = null;\n }\n }\n destroy(options) {\n super.destroy(options);\n this.dispose();\n this._properties = null;\n this._buffers = null;\n this._bufferUpdateIDs = null;\n }\n}\n\nexport { ParticleContainer };\n//# sourceMappingURL=ParticleContainer.mjs.map\n","import { Geometry, TYPES, Buffer, utils } from '@pixi/core';\n\nclass ParticleBuffer {\n constructor(properties, dynamicPropertyFlags, size) {\n this.geometry = new Geometry();\n this.indexBuffer = null;\n this.size = size;\n this.dynamicProperties = [];\n this.staticProperties = [];\n for (let i = 0; i < properties.length; ++i) {\n let property = properties[i];\n property = {\n attributeName: property.attributeName,\n size: property.size,\n uploadFunction: property.uploadFunction,\n type: property.type || TYPES.FLOAT,\n offset: property.offset\n };\n if (dynamicPropertyFlags[i]) {\n this.dynamicProperties.push(property);\n } else {\n this.staticProperties.push(property);\n }\n }\n this.staticStride = 0;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n this.dynamicStride = 0;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this._updateID = 0;\n this.initBuffers();\n }\n initBuffers() {\n const geometry = this.geometry;\n let dynamicOffset = 0;\n this.indexBuffer = new Buffer(utils.createIndicesForQuads(this.size), true, true);\n geometry.addIndex(this.indexBuffer);\n this.dynamicStride = 0;\n for (let i = 0; i < this.dynamicProperties.length; ++i) {\n const property = this.dynamicProperties[i];\n property.offset = dynamicOffset;\n dynamicOffset += property.size;\n this.dynamicStride += property.size;\n }\n const dynBuffer = new ArrayBuffer(this.size * this.dynamicStride * 4 * 4);\n this.dynamicData = new Float32Array(dynBuffer);\n this.dynamicDataUint32 = new Uint32Array(dynBuffer);\n this.dynamicBuffer = new Buffer(this.dynamicData, false, false);\n let staticOffset = 0;\n this.staticStride = 0;\n for (let i = 0; i < this.staticProperties.length; ++i) {\n const property = this.staticProperties[i];\n property.offset = staticOffset;\n staticOffset += property.size;\n this.staticStride += property.size;\n }\n const statBuffer = new ArrayBuffer(this.size * this.staticStride * 4 * 4);\n this.staticData = new Float32Array(statBuffer);\n this.staticDataUint32 = new Uint32Array(statBuffer);\n this.staticBuffer = new Buffer(this.staticData, true, false);\n for (let i = 0; i < this.dynamicProperties.length; ++i) {\n const property = this.dynamicProperties[i];\n geometry.addAttribute(property.attributeName, this.dynamicBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.dynamicStride * 4, property.offset * 4);\n }\n for (let i = 0; i < this.staticProperties.length; ++i) {\n const property = this.staticProperties[i];\n geometry.addAttribute(property.attributeName, this.staticBuffer, 0, property.type === TYPES.UNSIGNED_BYTE, property.type, this.staticStride * 4, property.offset * 4);\n }\n }\n uploadDynamic(children, startIndex, amount) {\n for (let i = 0; i < this.dynamicProperties.length; i++) {\n const property = this.dynamicProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.dynamicDataUint32 : this.dynamicData, this.dynamicStride, property.offset);\n }\n this.dynamicBuffer._updateID++;\n }\n uploadStatic(children, startIndex, amount) {\n for (let i = 0; i < this.staticProperties.length; i++) {\n const property = this.staticProperties[i];\n property.uploadFunction(children, startIndex, amount, property.type === TYPES.UNSIGNED_BYTE ? this.staticDataUint32 : this.staticData, this.staticStride, property.offset);\n }\n this.staticBuffer._updateID++;\n }\n destroy() {\n this.indexBuffer = null;\n this.dynamicProperties = null;\n this.dynamicBuffer = null;\n this.dynamicData = null;\n this.dynamicDataUint32 = null;\n this.staticProperties = null;\n this.staticBuffer = null;\n this.staticData = null;\n this.staticDataUint32 = null;\n this.geometry.destroy();\n }\n}\n\nexport { ParticleBuffer };\n//# sourceMappingURL=ParticleBuffer.mjs.map\n","var fragment = \"varying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nuniform sampler2D uSampler;\\n\\nvoid main(void){\\n vec4 color = texture2D(uSampler, vTextureCoord) * vColor;\\n gl_FragColor = color;\\n}\";\n\nexport { fragment as default };\n//# sourceMappingURL=particles.mjs.map\n","var vertex = \"attribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\nattribute vec4 aColor;\\n\\nattribute vec2 aPositionCoord;\\nattribute float aRotation;\\n\\nuniform mat3 translationMatrix;\\nuniform vec4 uColor;\\n\\nvarying vec2 vTextureCoord;\\nvarying vec4 vColor;\\n\\nvoid main(void){\\n float x = (aVertexPosition.x) * cos(aRotation) - (aVertexPosition.y) * sin(aRotation);\\n float y = (aVertexPosition.x) * sin(aRotation) + (aVertexPosition.y) * cos(aRotation);\\n\\n vec2 v = vec2(x, y);\\n v = v + aPositionCoord;\\n\\n gl_Position = vec4((translationMatrix * vec3(v, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = aTextureCoord;\\n vColor = aColor * uColor;\\n}\\n\";\n\nexport { vertex as default };\n//# sourceMappingURL=particles2.mjs.map\n","import { ObjectRenderer, Matrix, TYPES, Shader, State, utils, ExtensionType, extensions } from '@pixi/core';\nimport { ParticleBuffer } from './ParticleBuffer.mjs';\nimport fragment from './particles.mjs';\nimport vertex from './particles2.mjs';\n\nclass ParticleRenderer extends ObjectRenderer {\n constructor(renderer) {\n super(renderer);\n this.shader = null;\n this.properties = null;\n this.tempMatrix = new Matrix();\n this.properties = [\n {\n attributeName: \"aVertexPosition\",\n size: 2,\n uploadFunction: this.uploadVertices,\n offset: 0\n },\n {\n attributeName: \"aPositionCoord\",\n size: 2,\n uploadFunction: this.uploadPosition,\n offset: 0\n },\n {\n attributeName: \"aRotation\",\n size: 1,\n uploadFunction: this.uploadRotation,\n offset: 0\n },\n {\n attributeName: \"aTextureCoord\",\n size: 2,\n uploadFunction: this.uploadUvs,\n offset: 0\n },\n {\n attributeName: \"aColor\",\n size: 1,\n type: TYPES.UNSIGNED_BYTE,\n uploadFunction: this.uploadTint,\n offset: 0\n }\n ];\n this.shader = Shader.from(vertex, fragment, {});\n this.state = State.for2d();\n }\n render(container) {\n const children = container.children;\n const maxSize = container._maxSize;\n const batchSize = container._batchSize;\n const renderer = this.renderer;\n let totalChildren = children.length;\n if (totalChildren === 0) {\n return;\n } else if (totalChildren > maxSize && !container.autoResize) {\n totalChildren = maxSize;\n }\n let buffers = container._buffers;\n if (!buffers) {\n buffers = container._buffers = this.generateBuffers(container);\n }\n const baseTexture = children[0]._texture.baseTexture;\n const premultiplied = baseTexture.alphaMode > 0;\n this.state.blendMode = utils.correctBlendMode(container.blendMode, premultiplied);\n renderer.state.set(this.state);\n const gl = renderer.gl;\n const m = container.worldTransform.copyTo(this.tempMatrix);\n m.prepend(renderer.globalUniforms.uniforms.projectionMatrix);\n this.shader.uniforms.translationMatrix = m.toArray(true);\n this.shader.uniforms.uColor = utils.premultiplyRgba(container.tintRgb, container.worldAlpha, this.shader.uniforms.uColor, premultiplied);\n this.shader.uniforms.uSampler = baseTexture;\n this.renderer.shader.bind(this.shader);\n let updateStatic = false;\n for (let i = 0, j = 0; i < totalChildren; i += batchSize, j += 1) {\n let amount = totalChildren - i;\n if (amount > batchSize) {\n amount = batchSize;\n }\n if (j >= buffers.length) {\n buffers.push(this._generateOneMoreBuffer(container));\n }\n const buffer = buffers[j];\n buffer.uploadDynamic(children, i, amount);\n const bid = container._bufferUpdateIDs[j] || 0;\n updateStatic = updateStatic || buffer._updateID < bid;\n if (updateStatic) {\n buffer._updateID = container._updateID;\n buffer.uploadStatic(children, i, amount);\n }\n renderer.geometry.bind(buffer.geometry);\n gl.drawElements(gl.TRIANGLES, amount * 6, gl.UNSIGNED_SHORT, 0);\n }\n }\n generateBuffers(container) {\n const buffers = [];\n const size = container._maxSize;\n const batchSize = container._batchSize;\n const dynamicPropertyFlags = container._properties;\n for (let i = 0; i < size; i += batchSize) {\n buffers.push(new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize));\n }\n return buffers;\n }\n _generateOneMoreBuffer(container) {\n const batchSize = container._batchSize;\n const dynamicPropertyFlags = container._properties;\n return new ParticleBuffer(this.properties, dynamicPropertyFlags, batchSize);\n }\n uploadVertices(children, startIndex, amount, array, stride, offset) {\n let w0 = 0;\n let w1 = 0;\n let h0 = 0;\n let h1 = 0;\n for (let i = 0; i < amount; ++i) {\n const sprite = children[startIndex + i];\n const texture = sprite._texture;\n const sx = sprite.scale.x;\n const sy = sprite.scale.y;\n const trim = texture.trim;\n const orig = texture.orig;\n if (trim) {\n w1 = trim.x - sprite.anchor.x * orig.width;\n w0 = w1 + trim.width;\n h1 = trim.y - sprite.anchor.y * orig.height;\n h0 = h1 + trim.height;\n } else {\n w0 = orig.width * (1 - sprite.anchor.x);\n w1 = orig.width * -sprite.anchor.x;\n h0 = orig.height * (1 - sprite.anchor.y);\n h1 = orig.height * -sprite.anchor.y;\n }\n array[offset] = w1 * sx;\n array[offset + 1] = h1 * sy;\n array[offset + stride] = w0 * sx;\n array[offset + stride + 1] = h1 * sy;\n array[offset + stride * 2] = w0 * sx;\n array[offset + stride * 2 + 1] = h0 * sy;\n array[offset + stride * 3] = w1 * sx;\n array[offset + stride * 3 + 1] = h0 * sy;\n offset += stride * 4;\n }\n }\n uploadPosition(children, startIndex, amount, array, stride, offset) {\n for (let i = 0; i < amount; i++) {\n const spritePosition = children[startIndex + i].position;\n array[offset] = spritePosition.x;\n array[offset + 1] = spritePosition.y;\n array[offset + stride] = spritePosition.x;\n array[offset + stride + 1] = spritePosition.y;\n array[offset + stride * 2] = spritePosition.x;\n array[offset + stride * 2 + 1] = spritePosition.y;\n array[offset + stride * 3] = spritePosition.x;\n array[offset + stride * 3 + 1] = spritePosition.y;\n offset += stride * 4;\n }\n }\n uploadRotation(children, startIndex, amount, array, stride, offset) {\n for (let i = 0; i < amount; i++) {\n const spriteRotation = children[startIndex + i].rotation;\n array[offset] = spriteRotation;\n array[offset + stride] = spriteRotation;\n array[offset + stride * 2] = spriteRotation;\n array[offset + stride * 3] = spriteRotation;\n offset += stride * 4;\n }\n }\n uploadUvs(children, startIndex, amount, array, stride, offset) {\n for (let i = 0; i < amount; ++i) {\n const textureUvs = children[startIndex + i]._texture._uvs;\n if (textureUvs) {\n array[offset] = textureUvs.x0;\n array[offset + 1] = textureUvs.y0;\n array[offset + stride] = textureUvs.x1;\n array[offset + stride + 1] = textureUvs.y1;\n array[offset + stride * 2] = textureUvs.x2;\n array[offset + stride * 2 + 1] = textureUvs.y2;\n array[offset + stride * 3] = textureUvs.x3;\n array[offset + stride * 3 + 1] = textureUvs.y3;\n offset += stride * 4;\n } else {\n array[offset] = 0;\n array[offset + 1] = 0;\n array[offset + stride] = 0;\n array[offset + stride + 1] = 0;\n array[offset + stride * 2] = 0;\n array[offset + stride * 2 + 1] = 0;\n array[offset + stride * 3] = 0;\n array[offset + stride * 3 + 1] = 0;\n offset += stride * 4;\n }\n }\n }\n uploadTint(children, startIndex, amount, array, stride, offset) {\n for (let i = 0; i < amount; ++i) {\n const sprite = children[startIndex + i];\n const premultiplied = sprite._texture.baseTexture.alphaMode > 0;\n const alpha = sprite.alpha;\n const argb = alpha < 1 && premultiplied ? utils.premultiplyTint(sprite._tintRGB, alpha) : sprite._tintRGB + (alpha * 255 << 24);\n array[offset] = argb;\n array[offset + stride] = argb;\n array[offset + stride * 2] = argb;\n array[offset + stride * 3] = argb;\n offset += stride * 4;\n }\n }\n destroy() {\n super.destroy();\n if (this.shader) {\n this.shader.destroy();\n this.shader = null;\n }\n this.tempMatrix = null;\n }\n}\nParticleRenderer.extension = {\n name: \"particle\",\n type: ExtensionType.RendererPlugin\n};\nextensions.add(ParticleRenderer);\n\nexport { ParticleRenderer };\n//# sourceMappingURL=ParticleRenderer.mjs.map\n","import { settings } from '@pixi/core';\nexport { settings } from '@pixi/core';\n\nsettings.UPLOADS_PER_FRAME = 4;\n//# sourceMappingURL=settings.mjs.map\n","var TEXT_GRADIENT = /* @__PURE__ */ ((TEXT_GRADIENT2) => {\n TEXT_GRADIENT2[TEXT_GRADIENT2[\"LINEAR_VERTICAL\"] = 0] = \"LINEAR_VERTICAL\";\n TEXT_GRADIENT2[TEXT_GRADIENT2[\"LINEAR_HORIZONTAL\"] = 1] = \"LINEAR_HORIZONTAL\";\n return TEXT_GRADIENT2;\n})(TEXT_GRADIENT || {});\n\nexport { TEXT_GRADIENT };\n//# sourceMappingURL=const.mjs.map\n","import { TEXT_GRADIENT } from './const.mjs';\nimport { utils } from '@pixi/core';\n\nconst defaultStyle = {\n align: \"left\",\n breakWords: false,\n dropShadow: false,\n dropShadowAlpha: 1,\n dropShadowAngle: Math.PI / 6,\n dropShadowBlur: 0,\n dropShadowColor: \"black\",\n dropShadowDistance: 5,\n fill: \"black\",\n fillGradientType: TEXT_GRADIENT.LINEAR_VERTICAL,\n fillGradientStops: [],\n fontFamily: \"Arial\",\n fontSize: 26,\n fontStyle: \"normal\",\n fontVariant: \"normal\",\n fontWeight: \"normal\",\n letterSpacing: 0,\n lineHeight: 0,\n lineJoin: \"miter\",\n miterLimit: 10,\n padding: 0,\n stroke: \"black\",\n strokeThickness: 0,\n textBaseline: \"alphabetic\",\n trim: false,\n whiteSpace: \"pre\",\n wordWrap: false,\n wordWrapWidth: 100,\n leading: 0\n};\nconst genericFontFamilies = [\n \"serif\",\n \"sans-serif\",\n \"monospace\",\n \"cursive\",\n \"fantasy\",\n \"system-ui\"\n];\nclass TextStyle {\n constructor(style) {\n this.styleID = 0;\n this.reset();\n deepCopyProperties(this, style, style);\n }\n clone() {\n const clonedProperties = {};\n deepCopyProperties(clonedProperties, this, defaultStyle);\n return new TextStyle(clonedProperties);\n }\n reset() {\n deepCopyProperties(this, defaultStyle, defaultStyle);\n }\n get align() {\n return this._align;\n }\n set align(align) {\n if (this._align !== align) {\n this._align = align;\n this.styleID++;\n }\n }\n get breakWords() {\n return this._breakWords;\n }\n set breakWords(breakWords) {\n if (this._breakWords !== breakWords) {\n this._breakWords = breakWords;\n this.styleID++;\n }\n }\n get dropShadow() {\n return this._dropShadow;\n }\n set dropShadow(dropShadow) {\n if (this._dropShadow !== dropShadow) {\n this._dropShadow = dropShadow;\n this.styleID++;\n }\n }\n get dropShadowAlpha() {\n return this._dropShadowAlpha;\n }\n set dropShadowAlpha(dropShadowAlpha) {\n if (this._dropShadowAlpha !== dropShadowAlpha) {\n this._dropShadowAlpha = dropShadowAlpha;\n this.styleID++;\n }\n }\n get dropShadowAngle() {\n return this._dropShadowAngle;\n }\n set dropShadowAngle(dropShadowAngle) {\n if (this._dropShadowAngle !== dropShadowAngle) {\n this._dropShadowAngle = dropShadowAngle;\n this.styleID++;\n }\n }\n get dropShadowBlur() {\n return this._dropShadowBlur;\n }\n set dropShadowBlur(dropShadowBlur) {\n if (this._dropShadowBlur !== dropShadowBlur) {\n this._dropShadowBlur = dropShadowBlur;\n this.styleID++;\n }\n }\n get dropShadowColor() {\n return this._dropShadowColor;\n }\n set dropShadowColor(dropShadowColor) {\n const outputColor = getColor(dropShadowColor);\n if (this._dropShadowColor !== outputColor) {\n this._dropShadowColor = outputColor;\n this.styleID++;\n }\n }\n get dropShadowDistance() {\n return this._dropShadowDistance;\n }\n set dropShadowDistance(dropShadowDistance) {\n if (this._dropShadowDistance !== dropShadowDistance) {\n this._dropShadowDistance = dropShadowDistance;\n this.styleID++;\n }\n }\n get fill() {\n return this._fill;\n }\n set fill(fill) {\n const outputColor = getColor(fill);\n if (this._fill !== outputColor) {\n this._fill = outputColor;\n this.styleID++;\n }\n }\n get fillGradientType() {\n return this._fillGradientType;\n }\n set fillGradientType(fillGradientType) {\n if (this._fillGradientType !== fillGradientType) {\n this._fillGradientType = fillGradientType;\n this.styleID++;\n }\n }\n get fillGradientStops() {\n return this._fillGradientStops;\n }\n set fillGradientStops(fillGradientStops) {\n if (!areArraysEqual(this._fillGradientStops, fillGradientStops)) {\n this._fillGradientStops = fillGradientStops;\n this.styleID++;\n }\n }\n get fontFamily() {\n return this._fontFamily;\n }\n set fontFamily(fontFamily) {\n if (this.fontFamily !== fontFamily) {\n this._fontFamily = fontFamily;\n this.styleID++;\n }\n }\n get fontSize() {\n return this._fontSize;\n }\n set fontSize(fontSize) {\n if (this._fontSize !== fontSize) {\n this._fontSize = fontSize;\n this.styleID++;\n }\n }\n get fontStyle() {\n return this._fontStyle;\n }\n set fontStyle(fontStyle) {\n if (this._fontStyle !== fontStyle) {\n this._fontStyle = fontStyle;\n this.styleID++;\n }\n }\n get fontVariant() {\n return this._fontVariant;\n }\n set fontVariant(fontVariant) {\n if (this._fontVariant !== fontVariant) {\n this._fontVariant = fontVariant;\n this.styleID++;\n }\n }\n get fontWeight() {\n return this._fontWeight;\n }\n set fontWeight(fontWeight) {\n if (this._fontWeight !== fontWeight) {\n this._fontWeight = fontWeight;\n this.styleID++;\n }\n }\n get letterSpacing() {\n return this._letterSpacing;\n }\n set letterSpacing(letterSpacing) {\n if (this._letterSpacing !== letterSpacing) {\n this._letterSpacing = letterSpacing;\n this.styleID++;\n }\n }\n get lineHeight() {\n return this._lineHeight;\n }\n set lineHeight(lineHeight) {\n if (this._lineHeight !== lineHeight) {\n this._lineHeight = lineHeight;\n this.styleID++;\n }\n }\n get leading() {\n return this._leading;\n }\n set leading(leading) {\n if (this._leading !== leading) {\n this._leading = leading;\n this.styleID++;\n }\n }\n get lineJoin() {\n return this._lineJoin;\n }\n set lineJoin(lineJoin) {\n if (this._lineJoin !== lineJoin) {\n this._lineJoin = lineJoin;\n this.styleID++;\n }\n }\n get miterLimit() {\n return this._miterLimit;\n }\n set miterLimit(miterLimit) {\n if (this._miterLimit !== miterLimit) {\n this._miterLimit = miterLimit;\n this.styleID++;\n }\n }\n get padding() {\n return this._padding;\n }\n set padding(padding) {\n if (this._padding !== padding) {\n this._padding = padding;\n this.styleID++;\n }\n }\n get stroke() {\n return this._stroke;\n }\n set stroke(stroke) {\n const outputColor = getColor(stroke);\n if (this._stroke !== outputColor) {\n this._stroke = outputColor;\n this.styleID++;\n }\n }\n get strokeThickness() {\n return this._strokeThickness;\n }\n set strokeThickness(strokeThickness) {\n if (this._strokeThickness !== strokeThickness) {\n this._strokeThickness = strokeThickness;\n this.styleID++;\n }\n }\n get textBaseline() {\n return this._textBaseline;\n }\n set textBaseline(textBaseline) {\n if (this._textBaseline !== textBaseline) {\n this._textBaseline = textBaseline;\n this.styleID++;\n }\n }\n get trim() {\n return this._trim;\n }\n set trim(trim) {\n if (this._trim !== trim) {\n this._trim = trim;\n this.styleID++;\n }\n }\n get whiteSpace() {\n return this._whiteSpace;\n }\n set whiteSpace(whiteSpace) {\n if (this._whiteSpace !== whiteSpace) {\n this._whiteSpace = whiteSpace;\n this.styleID++;\n }\n }\n get wordWrap() {\n return this._wordWrap;\n }\n set wordWrap(wordWrap) {\n if (this._wordWrap !== wordWrap) {\n this._wordWrap = wordWrap;\n this.styleID++;\n }\n }\n get wordWrapWidth() {\n return this._wordWrapWidth;\n }\n set wordWrapWidth(wordWrapWidth) {\n if (this._wordWrapWidth !== wordWrapWidth) {\n this._wordWrapWidth = wordWrapWidth;\n this.styleID++;\n }\n }\n toFontString() {\n const fontSizeString = typeof this.fontSize === \"number\" ? `${this.fontSize}px` : this.fontSize;\n let fontFamilies = this.fontFamily;\n if (!Array.isArray(this.fontFamily)) {\n fontFamilies = this.fontFamily.split(\",\");\n }\n for (let i = fontFamilies.length - 1; i >= 0; i--) {\n let fontFamily = fontFamilies[i].trim();\n if (!/([\\\"\\'])[^\\'\\\"]+\\1/.test(fontFamily) && !genericFontFamilies.includes(fontFamily)) {\n fontFamily = `\"${fontFamily}\"`;\n }\n fontFamilies[i] = fontFamily;\n }\n return `${this.fontStyle} ${this.fontVariant} ${this.fontWeight} ${fontSizeString} ${fontFamilies.join(\",\")}`;\n }\n}\nfunction getSingleColor(color) {\n if (typeof color === \"number\") {\n return utils.hex2string(color);\n } else if (typeof color === \"string\") {\n if (color.startsWith(\"0x\")) {\n color = color.replace(\"0x\", \"#\");\n }\n }\n return color;\n}\nfunction getColor(color) {\n if (!Array.isArray(color)) {\n return getSingleColor(color);\n } else {\n for (let i = 0; i < color.length; ++i) {\n color[i] = getSingleColor(color[i]);\n }\n return color;\n }\n}\nfunction areArraysEqual(array1, array2) {\n if (!Array.isArray(array1) || !Array.isArray(array2)) {\n return false;\n }\n if (array1.length !== array2.length) {\n return false;\n }\n for (let i = 0; i < array1.length; ++i) {\n if (array1[i] !== array2[i]) {\n return false;\n }\n }\n return true;\n}\nfunction deepCopyProperties(target, source, propertyObj) {\n for (const prop in propertyObj) {\n if (Array.isArray(source[prop])) {\n target[prop] = source[prop].slice();\n } else {\n target[prop] = source[prop];\n }\n }\n}\n\nexport { TextStyle };\n//# sourceMappingURL=TextStyle.mjs.map\n","import { settings } from '@pixi/core';\n\nconst contextSettings = {\n willReadFrequently: true\n};\nclass TextMetrics {\n constructor(text, style, width, height, lines, lineWidths, lineHeight, maxLineWidth, fontProperties) {\n this.text = text;\n this.style = style;\n this.width = width;\n this.height = height;\n this.lines = lines;\n this.lineWidths = lineWidths;\n this.lineHeight = lineHeight;\n this.maxLineWidth = maxLineWidth;\n this.fontProperties = fontProperties;\n }\n static measureText(text, style, wordWrap, canvas = TextMetrics._canvas) {\n wordWrap = wordWrap === void 0 || wordWrap === null ? style.wordWrap : wordWrap;\n const font = style.toFontString();\n const fontProperties = TextMetrics.measureFont(font);\n if (fontProperties.fontSize === 0) {\n fontProperties.fontSize = style.fontSize;\n fontProperties.ascent = style.fontSize;\n }\n const context = canvas.getContext(\"2d\", contextSettings);\n context.font = font;\n const outputText = wordWrap ? TextMetrics.wordWrap(text, style, canvas) : text;\n const lines = outputText.split(/(?:\\r\\n|\\r|\\n)/);\n const lineWidths = new Array(lines.length);\n let maxLineWidth = 0;\n for (let i = 0; i < lines.length; i++) {\n const lineWidth = context.measureText(lines[i]).width + (lines[i].length - 1) * style.letterSpacing;\n lineWidths[i] = lineWidth;\n maxLineWidth = Math.max(maxLineWidth, lineWidth);\n }\n let width = maxLineWidth + style.strokeThickness;\n if (style.dropShadow) {\n width += style.dropShadowDistance;\n }\n const lineHeight = style.lineHeight || fontProperties.fontSize + style.strokeThickness;\n let height = Math.max(lineHeight, fontProperties.fontSize + style.strokeThickness) + (lines.length - 1) * (lineHeight + style.leading);\n if (style.dropShadow) {\n height += style.dropShadowDistance;\n }\n return new TextMetrics(text, style, width, height, lines, lineWidths, lineHeight + style.leading, maxLineWidth, fontProperties);\n }\n static wordWrap(text, style, canvas = TextMetrics._canvas) {\n const context = canvas.getContext(\"2d\", contextSettings);\n let width = 0;\n let line = \"\";\n let lines = \"\";\n const cache = /* @__PURE__ */ Object.create(null);\n const { letterSpacing, whiteSpace } = style;\n const collapseSpaces = TextMetrics.collapseSpaces(whiteSpace);\n const collapseNewlines = TextMetrics.collapseNewlines(whiteSpace);\n let canPrependSpaces = !collapseSpaces;\n const wordWrapWidth = style.wordWrapWidth + letterSpacing;\n const tokens = TextMetrics.tokenize(text);\n for (let i = 0; i < tokens.length; i++) {\n let token = tokens[i];\n if (TextMetrics.isNewline(token)) {\n if (!collapseNewlines) {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = !collapseSpaces;\n line = \"\";\n width = 0;\n continue;\n }\n token = \" \";\n }\n if (collapseSpaces) {\n const currIsBreakingSpace = TextMetrics.isBreakingSpace(token);\n const lastIsBreakingSpace = TextMetrics.isBreakingSpace(line[line.length - 1]);\n if (currIsBreakingSpace && lastIsBreakingSpace) {\n continue;\n }\n }\n const tokenWidth = TextMetrics.getFromCache(token, letterSpacing, cache, context);\n if (tokenWidth > wordWrapWidth) {\n if (line !== \"\") {\n lines += TextMetrics.addLine(line);\n line = \"\";\n width = 0;\n }\n if (TextMetrics.canBreakWords(token, style.breakWords)) {\n const characters = TextMetrics.wordWrapSplit(token);\n for (let j = 0; j < characters.length; j++) {\n let char = characters[j];\n let k = 1;\n while (characters[j + k]) {\n const nextChar = characters[j + k];\n const lastChar = char[char.length - 1];\n if (!TextMetrics.canBreakChars(lastChar, nextChar, token, j, style.breakWords)) {\n char += nextChar;\n } else {\n break;\n }\n k++;\n }\n j += char.length - 1;\n const characterWidth = TextMetrics.getFromCache(char, letterSpacing, cache, context);\n if (characterWidth + width > wordWrapWidth) {\n lines += TextMetrics.addLine(line);\n canPrependSpaces = false;\n line = \"\";\n width = 0;\n }\n line += char;\n width += characterWidth;\n }\n } else {\n if (line.length > 0) {\n lines += TextMetrics.addLine(line);\n line = \"\";\n width = 0;\n }\n const isLastToken = i === tokens.length - 1;\n lines += TextMetrics.addLine(token, !isLastToken);\n canPrependSpaces = false;\n line = \"\";\n width = 0;\n }\n } else {\n if (tokenWidth + width > wordWrapWidth) {\n canPrependSpaces = false;\n lines += TextMetrics.addLine(line);\n line = \"\";\n width = 0;\n }\n if (line.length > 0 || !TextMetrics.isBreakingSpace(token) || canPrependSpaces) {\n line += token;\n width += tokenWidth;\n }\n }\n }\n lines += TextMetrics.addLine(line, false);\n return lines;\n }\n static addLine(line, newLine = true) {\n line = TextMetrics.trimRight(line);\n line = newLine ? `${line}\n` : line;\n return line;\n }\n static getFromCache(key, letterSpacing, cache, context) {\n let width = cache[key];\n if (typeof width !== \"number\") {\n const spacing = key.length * letterSpacing;\n width = context.measureText(key).width + spacing;\n cache[key] = width;\n }\n return width;\n }\n static collapseSpaces(whiteSpace) {\n return whiteSpace === \"normal\" || whiteSpace === \"pre-line\";\n }\n static collapseNewlines(whiteSpace) {\n return whiteSpace === \"normal\";\n }\n static trimRight(text) {\n if (typeof text !== \"string\") {\n return \"\";\n }\n for (let i = text.length - 1; i >= 0; i--) {\n const char = text[i];\n if (!TextMetrics.isBreakingSpace(char)) {\n break;\n }\n text = text.slice(0, -1);\n }\n return text;\n }\n static isNewline(char) {\n if (typeof char !== \"string\") {\n return false;\n }\n return TextMetrics._newlines.includes(char.charCodeAt(0));\n }\n static isBreakingSpace(char, _nextChar) {\n if (typeof char !== \"string\") {\n return false;\n }\n return TextMetrics._breakingSpaces.includes(char.charCodeAt(0));\n }\n static tokenize(text) {\n const tokens = [];\n let token = \"\";\n if (typeof text !== \"string\") {\n return tokens;\n }\n for (let i = 0; i < text.length; i++) {\n const char = text[i];\n const nextChar = text[i + 1];\n if (TextMetrics.isBreakingSpace(char, nextChar) || TextMetrics.isNewline(char)) {\n if (token !== \"\") {\n tokens.push(token);\n token = \"\";\n }\n tokens.push(char);\n continue;\n }\n token += char;\n }\n if (token !== \"\") {\n tokens.push(token);\n }\n return tokens;\n }\n static canBreakWords(_token, breakWords) {\n return breakWords;\n }\n static canBreakChars(_char, _nextChar, _token, _index, _breakWords) {\n return true;\n }\n static wordWrapSplit(token) {\n return token.split(\"\");\n }\n static measureFont(font) {\n if (TextMetrics._fonts[font]) {\n return TextMetrics._fonts[font];\n }\n const properties = {\n ascent: 0,\n descent: 0,\n fontSize: 0\n };\n const canvas = TextMetrics._canvas;\n const context = TextMetrics._context;\n context.font = font;\n const metricsString = TextMetrics.METRICS_STRING + TextMetrics.BASELINE_SYMBOL;\n const width = Math.ceil(context.measureText(metricsString).width);\n let baseline = Math.ceil(context.measureText(TextMetrics.BASELINE_SYMBOL).width);\n const height = Math.ceil(TextMetrics.HEIGHT_MULTIPLIER * baseline);\n baseline = baseline * TextMetrics.BASELINE_MULTIPLIER | 0;\n canvas.width = width;\n canvas.height = height;\n context.fillStyle = \"#f00\";\n context.fillRect(0, 0, width, height);\n context.font = font;\n context.textBaseline = \"alphabetic\";\n context.fillStyle = \"#000\";\n context.fillText(metricsString, 0, baseline);\n const imagedata = context.getImageData(0, 0, width, height).data;\n const pixels = imagedata.length;\n const line = width * 4;\n let i = 0;\n let idx = 0;\n let stop = false;\n for (i = 0; i < baseline; ++i) {\n for (let j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx += line;\n } else {\n break;\n }\n }\n properties.ascent = baseline - i;\n idx = pixels - line;\n stop = false;\n for (i = height; i > baseline; --i) {\n for (let j = 0; j < line; j += 4) {\n if (imagedata[idx + j] !== 255) {\n stop = true;\n break;\n }\n }\n if (!stop) {\n idx -= line;\n } else {\n break;\n }\n }\n properties.descent = i - baseline;\n properties.fontSize = properties.ascent + properties.descent;\n TextMetrics._fonts[font] = properties;\n return properties;\n }\n static clearMetrics(font = \"\") {\n if (font) {\n delete TextMetrics._fonts[font];\n } else {\n TextMetrics._fonts = {};\n }\n }\n static get _canvas() {\n if (!TextMetrics.__canvas) {\n let canvas;\n try {\n const c = new OffscreenCanvas(0, 0);\n const context = c.getContext(\"2d\", contextSettings);\n if (context?.measureText) {\n TextMetrics.__canvas = c;\n return c;\n }\n canvas = settings.ADAPTER.createCanvas();\n } catch (ex) {\n canvas = settings.ADAPTER.createCanvas();\n }\n canvas.width = canvas.height = 10;\n TextMetrics.__canvas = canvas;\n }\n return TextMetrics.__canvas;\n }\n static get _context() {\n if (!TextMetrics.__context) {\n TextMetrics.__context = TextMetrics._canvas.getContext(\"2d\", contextSettings);\n }\n return TextMetrics.__context;\n }\n}\nTextMetrics._fonts = {};\nTextMetrics.METRICS_STRING = \"|\\xC9q\\xC5\";\nTextMetrics.BASELINE_SYMBOL = \"M\";\nTextMetrics.BASELINE_MULTIPLIER = 1.4;\nTextMetrics.HEIGHT_MULTIPLIER = 2;\nTextMetrics._newlines = [\n 10,\n 13\n];\nTextMetrics._breakingSpaces = [\n 9,\n 32,\n 8192,\n 8193,\n 8194,\n 8195,\n 8196,\n 8197,\n 8198,\n 8200,\n 8201,\n 8202,\n 8287,\n 12288\n];\n\nexport { TextMetrics };\n//# sourceMappingURL=TextMetrics.mjs.map\n","import { Sprite } from '@pixi/sprite';\nimport { settings, Texture, Rectangle, utils } from '@pixi/core';\nimport { TEXT_GRADIENT } from './const.mjs';\nimport { TextStyle } from './TextStyle.mjs';\nimport { TextMetrics } from './TextMetrics.mjs';\n\nconst defaultDestroyOptions = {\n texture: true,\n children: false,\n baseTexture: true\n};\nconst _Text = class extends Sprite {\n constructor(text, style, canvas) {\n let ownCanvas = false;\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n ownCanvas = true;\n }\n canvas.width = 3;\n canvas.height = 3;\n const texture = Texture.from(canvas);\n texture.orig = new Rectangle();\n texture.trim = new Rectangle();\n super(texture);\n this._ownCanvas = ownCanvas;\n this.canvas = canvas;\n this.context = canvas.getContext(\"2d\", {\n willReadFrequently: true\n });\n this._resolution = settings.RESOLUTION;\n this._autoResolution = true;\n this._text = null;\n this._style = null;\n this._styleListener = null;\n this._font = \"\";\n this.text = text;\n this.style = style;\n this.localStyleID = -1;\n }\n updateText(respectDirty) {\n const style = this._style;\n if (this.localStyleID !== style.styleID) {\n this.dirty = true;\n this.localStyleID = style.styleID;\n }\n if (!this.dirty && respectDirty) {\n return;\n }\n this._font = this._style.toFontString();\n const context = this.context;\n const measured = TextMetrics.measureText(this._text || \" \", this._style, this._style.wordWrap, this.canvas);\n const width = measured.width;\n const height = measured.height;\n const lines = measured.lines;\n const lineHeight = measured.lineHeight;\n const lineWidths = measured.lineWidths;\n const maxLineWidth = measured.maxLineWidth;\n const fontProperties = measured.fontProperties;\n this.canvas.width = Math.ceil(Math.ceil(Math.max(1, width) + style.padding * 2) * this._resolution);\n this.canvas.height = Math.ceil(Math.ceil(Math.max(1, height) + style.padding * 2) * this._resolution);\n context.scale(this._resolution, this._resolution);\n context.clearRect(0, 0, this.canvas.width, this.canvas.height);\n context.font = this._font;\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n let linePositionX;\n let linePositionY;\n const passesCount = style.dropShadow ? 2 : 1;\n for (let i = 0; i < passesCount; ++i) {\n const isShadowPass = style.dropShadow && i === 0;\n const dsOffsetText = isShadowPass ? Math.ceil(Math.max(1, height) + style.padding * 2) : 0;\n const dsOffsetShadow = dsOffsetText * this._resolution;\n if (isShadowPass) {\n context.fillStyle = \"black\";\n context.strokeStyle = \"black\";\n const dropShadowColor = style.dropShadowColor;\n const rgb = utils.hex2rgb(typeof dropShadowColor === \"number\" ? dropShadowColor : utils.string2hex(dropShadowColor));\n const dropShadowBlur = style.dropShadowBlur * this._resolution;\n const dropShadowDistance = style.dropShadowDistance * this._resolution;\n context.shadowColor = `rgba(${rgb[0] * 255},${rgb[1] * 255},${rgb[2] * 255},${style.dropShadowAlpha})`;\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance + dsOffsetShadow;\n } else {\n context.fillStyle = this._generateFillStyle(style, lines, measured);\n context.strokeStyle = style.stroke;\n context.shadowColor = \"black\";\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n let linePositionYShift = (lineHeight - fontProperties.fontSize) / 2;\n if (lineHeight - fontProperties.fontSize < 0) {\n linePositionYShift = 0;\n }\n for (let i2 = 0; i2 < lines.length; i2++) {\n linePositionX = style.strokeThickness / 2;\n linePositionY = style.strokeThickness / 2 + i2 * lineHeight + fontProperties.ascent + linePositionYShift;\n if (style.align === \"right\") {\n linePositionX += maxLineWidth - lineWidths[i2];\n } else if (style.align === \"center\") {\n linePositionX += (maxLineWidth - lineWidths[i2]) / 2;\n }\n if (style.stroke && style.strokeThickness) {\n this.drawLetterSpacing(lines[i2], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText, true);\n }\n if (style.fill) {\n this.drawLetterSpacing(lines[i2], linePositionX + style.padding, linePositionY + style.padding - dsOffsetText);\n }\n }\n }\n this.updateTexture();\n }\n drawLetterSpacing(text, x, y, isStroke = false) {\n const style = this._style;\n const letterSpacing = style.letterSpacing;\n const supportLetterSpacing = _Text.experimentalLetterSpacing && (\"letterSpacing\" in CanvasRenderingContext2D.prototype || \"textLetterSpacing\" in CanvasRenderingContext2D.prototype);\n if (letterSpacing === 0 || supportLetterSpacing) {\n if (supportLetterSpacing) {\n this.context.letterSpacing = letterSpacing;\n this.context.textLetterSpacing = letterSpacing;\n }\n if (isStroke) {\n this.context.strokeText(text, x, y);\n } else {\n this.context.fillText(text, x, y);\n }\n return;\n }\n let currentPosition = x;\n const stringArray = Array.from ? Array.from(text) : text.split(\"\");\n let previousWidth = this.context.measureText(text).width;\n let currentWidth = 0;\n for (let i = 0; i < stringArray.length; ++i) {\n const currentChar = stringArray[i];\n if (isStroke) {\n this.context.strokeText(currentChar, currentPosition, y);\n } else {\n this.context.fillText(currentChar, currentPosition, y);\n }\n let textStr = \"\";\n for (let j = i + 1; j < stringArray.length; ++j) {\n textStr += stringArray[j];\n }\n currentWidth = this.context.measureText(textStr).width;\n currentPosition += previousWidth - currentWidth + letterSpacing;\n previousWidth = currentWidth;\n }\n }\n updateTexture() {\n const canvas = this.canvas;\n if (this._style.trim) {\n const trimmed = utils.trimCanvas(canvas);\n if (trimmed.data) {\n canvas.width = trimmed.width;\n canvas.height = trimmed.height;\n this.context.putImageData(trimmed.data, 0, 0);\n }\n }\n const texture = this._texture;\n const style = this._style;\n const padding = style.trim ? 0 : style.padding;\n const baseTexture = texture.baseTexture;\n texture.trim.width = texture._frame.width = canvas.width / this._resolution;\n texture.trim.height = texture._frame.height = canvas.height / this._resolution;\n texture.trim.x = -padding;\n texture.trim.y = -padding;\n texture.orig.width = texture._frame.width - padding * 2;\n texture.orig.height = texture._frame.height - padding * 2;\n this._onTextureUpdate();\n baseTexture.setRealSize(canvas.width, canvas.height, this._resolution);\n texture.updateUvs();\n this.dirty = false;\n }\n _render(renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n this.updateText(true);\n super._render(renderer);\n }\n updateTransform() {\n this.updateText(true);\n super.updateTransform();\n }\n getBounds(skipUpdate, rect) {\n this.updateText(true);\n if (this._textureID === -1) {\n skipUpdate = false;\n }\n return super.getBounds(skipUpdate, rect);\n }\n getLocalBounds(rect) {\n this.updateText(true);\n return super.getLocalBounds.call(this, rect);\n }\n _calculateBounds() {\n this.calculateVertices();\n this._bounds.addQuad(this.vertexData);\n }\n _generateFillStyle(style, lines, metrics) {\n const fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n } else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n let gradient;\n const dropShadowCorrection = style.dropShadow ? style.dropShadowDistance : 0;\n const padding = style.padding || 0;\n const width = this.canvas.width / this._resolution - dropShadowCorrection - padding * 2;\n const height = this.canvas.height / this._resolution - dropShadowCorrection - padding * 2;\n const fill = fillStyle.slice();\n const fillGradientStops = style.fillGradientStops.slice();\n if (!fillGradientStops.length) {\n const lengthPlus1 = fill.length + 1;\n for (let i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n gradient = this.context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n const textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n for (let i = 0; i < lines.length; i++) {\n const lastLineBottom = metrics.lineHeight * (i - 1) + textHeight;\n const thisLineTop = metrics.lineHeight * i;\n let thisLineGradientStart = thisLineTop;\n if (i > 0 && lastLineBottom > thisLineTop) {\n thisLineGradientStart = (thisLineTop + lastLineBottom) / 2;\n }\n const thisLineBottom = thisLineTop + textHeight;\n const nextLineTop = metrics.lineHeight * (i + 1);\n let thisLineGradientEnd = thisLineBottom;\n if (i + 1 < lines.length && nextLineTop < thisLineBottom) {\n thisLineGradientEnd = (thisLineBottom + nextLineTop) / 2;\n }\n const gradStopLineHeight = (thisLineGradientEnd - thisLineGradientStart) / height;\n for (let j = 0; j < fill.length; j++) {\n let lineStop = 0;\n if (typeof fillGradientStops[j] === \"number\") {\n lineStop = fillGradientStops[j];\n } else {\n lineStop = j / fill.length;\n }\n let globalStop = Math.min(1, Math.max(0, thisLineGradientStart / height + lineStop * gradStopLineHeight));\n globalStop = Number(globalStop.toFixed(5));\n gradient.addColorStop(globalStop, fill[j]);\n }\n }\n } else {\n gradient = this.context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n const totalIterations = fill.length + 1;\n let currentIteration = 1;\n for (let i = 0; i < fill.length; i++) {\n let stop;\n if (typeof fillGradientStops[i] === \"number\") {\n stop = fillGradientStops[i];\n } else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n }\n destroy(options) {\n if (typeof options === \"boolean\") {\n options = { children: options };\n }\n options = Object.assign({}, defaultDestroyOptions, options);\n super.destroy(options);\n if (this._ownCanvas) {\n this.canvas.height = this.canvas.width = 0;\n }\n this.context = null;\n this.canvas = null;\n this._style = null;\n }\n get width() {\n this.updateText(true);\n return Math.abs(this.scale.x) * this._texture.orig.width;\n }\n set width(value) {\n this.updateText(true);\n const s = utils.sign(this.scale.x) || 1;\n this.scale.x = s * value / this._texture.orig.width;\n this._width = value;\n }\n get height() {\n this.updateText(true);\n return Math.abs(this.scale.y) * this._texture.orig.height;\n }\n set height(value) {\n this.updateText(true);\n const s = utils.sign(this.scale.y) || 1;\n this.scale.y = s * value / this._texture.orig.height;\n this._height = value;\n }\n get style() {\n return this._style;\n }\n set style(style) {\n style = style || {};\n if (style instanceof TextStyle) {\n this._style = style;\n } else {\n this._style = new TextStyle(style);\n }\n this.localStyleID = -1;\n this.dirty = true;\n }\n get text() {\n return this._text;\n }\n set text(text) {\n text = String(text === null || text === void 0 ? \"\" : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n }\n get resolution() {\n return this._resolution;\n }\n set resolution(value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n }\n};\nlet Text = _Text;\nText.experimentalLetterSpacing = false;\n\nexport { Text };\n//# sourceMappingURL=Text.mjs.map\n","class CountLimiter {\n constructor(maxItemsPerFrame) {\n this.maxItemsPerFrame = maxItemsPerFrame;\n this.itemsLeft = 0;\n }\n beginFrame() {\n this.itemsLeft = this.maxItemsPerFrame;\n }\n allowedToUpload() {\n return this.itemsLeft-- > 0;\n }\n}\n\nexport { CountLimiter };\n//# sourceMappingURL=CountLimiter.mjs.map\n","import { Texture, BaseTexture, settings, Ticker, UPDATE_PRIORITY } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { Text, TextStyle, TextMetrics } from '@pixi/text';\nimport { CountLimiter } from './CountLimiter.mjs';\n\nfunction findMultipleBaseTextures(item, queue) {\n let result = false;\n if (item?._textures?.length) {\n for (let i = 0; i < item._textures.length; i++) {\n if (item._textures[i] instanceof Texture) {\n const baseTexture = item._textures[i].baseTexture;\n if (!queue.includes(baseTexture)) {\n queue.push(baseTexture);\n result = true;\n }\n }\n }\n }\n return result;\n}\nfunction findBaseTexture(item, queue) {\n if (item.baseTexture instanceof BaseTexture) {\n const texture = item.baseTexture;\n if (!queue.includes(texture)) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\nfunction findTexture(item, queue) {\n if (item._texture && item._texture instanceof Texture) {\n const texture = item._texture.baseTexture;\n if (!queue.includes(texture)) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\nfunction drawText(_helper, item) {\n if (item instanceof Text) {\n item.updateText(true);\n return true;\n }\n return false;\n}\nfunction calculateTextStyle(_helper, item) {\n if (item instanceof TextStyle) {\n const font = item.toFontString();\n TextMetrics.measureFont(font);\n return true;\n }\n return false;\n}\nfunction findText(item, queue) {\n if (item instanceof Text) {\n if (!queue.includes(item.style)) {\n queue.push(item.style);\n }\n if (!queue.includes(item)) {\n queue.push(item);\n }\n const texture = item._texture.baseTexture;\n if (!queue.includes(texture)) {\n queue.push(texture);\n }\n return true;\n }\n return false;\n}\nfunction findTextStyle(item, queue) {\n if (item instanceof TextStyle) {\n if (!queue.includes(item)) {\n queue.push(item);\n }\n return true;\n }\n return false;\n}\nclass BasePrepare {\n constructor(renderer) {\n this.limiter = new CountLimiter(settings.UPLOADS_PER_FRAME);\n this.renderer = renderer;\n this.uploadHookHelper = null;\n this.queue = [];\n this.addHooks = [];\n this.uploadHooks = [];\n this.completes = [];\n this.ticking = false;\n this.delayedTick = () => {\n if (!this.queue) {\n return;\n }\n this.prepareItems();\n };\n this.registerFindHook(findText);\n this.registerFindHook(findTextStyle);\n this.registerFindHook(findMultipleBaseTextures);\n this.registerFindHook(findBaseTexture);\n this.registerFindHook(findTexture);\n this.registerUploadHook(drawText);\n this.registerUploadHook(calculateTextStyle);\n }\n upload(item) {\n return new Promise((resolve) => {\n if (item) {\n this.add(item);\n }\n if (this.queue.length) {\n this.completes.push(resolve);\n if (!this.ticking) {\n this.ticking = true;\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n } else {\n resolve();\n }\n });\n }\n tick() {\n setTimeout(this.delayedTick, 0);\n }\n prepareItems() {\n this.limiter.beginFrame();\n while (this.queue.length && this.limiter.allowedToUpload()) {\n const item = this.queue[0];\n let uploaded = false;\n if (item && !item._destroyed) {\n for (let i = 0, len = this.uploadHooks.length; i < len; i++) {\n if (this.uploadHooks[i](this.uploadHookHelper, item)) {\n this.queue.shift();\n uploaded = true;\n break;\n }\n }\n }\n if (!uploaded) {\n this.queue.shift();\n }\n }\n if (!this.queue.length) {\n this.ticking = false;\n const completes = this.completes.slice(0);\n this.completes.length = 0;\n for (let i = 0, len = completes.length; i < len; i++) {\n completes[i]();\n }\n } else {\n Ticker.system.addOnce(this.tick, this, UPDATE_PRIORITY.UTILITY);\n }\n }\n registerFindHook(addHook) {\n if (addHook) {\n this.addHooks.push(addHook);\n }\n return this;\n }\n registerUploadHook(uploadHook) {\n if (uploadHook) {\n this.uploadHooks.push(uploadHook);\n }\n return this;\n }\n add(item) {\n for (let i = 0, len = this.addHooks.length; i < len; i++) {\n if (this.addHooks[i](item, this.queue)) {\n break;\n }\n }\n if (item instanceof Container) {\n for (let i = item.children.length - 1; i >= 0; i--) {\n this.add(item.children[i]);\n }\n }\n return this;\n }\n destroy() {\n if (this.ticking) {\n Ticker.system.remove(this.tick, this);\n }\n this.ticking = false;\n this.addHooks = null;\n this.uploadHooks = null;\n this.renderer = null;\n this.completes = null;\n this.queue = null;\n this.limiter = null;\n this.uploadHookHelper = null;\n }\n}\n\nexport { BasePrepare };\n//# sourceMappingURL=BasePrepare.mjs.map\n","import { BaseTexture, ExtensionType, extensions } from '@pixi/core';\nimport { Graphics } from '@pixi/graphics';\nimport { BasePrepare } from './BasePrepare.mjs';\n\nfunction uploadBaseTextures(renderer, item) {\n if (item instanceof BaseTexture) {\n if (!item._glTextures[renderer.CONTEXT_UID]) {\n renderer.texture.bind(item);\n }\n return true;\n }\n return false;\n}\nfunction uploadGraphics(renderer, item) {\n if (!(item instanceof Graphics)) {\n return false;\n }\n const { geometry } = item;\n item.finishPoly();\n geometry.updateBatches();\n const { batches } = geometry;\n for (let i = 0; i < batches.length; i++) {\n const { texture } = batches[i].style;\n if (texture) {\n uploadBaseTextures(renderer, texture.baseTexture);\n }\n }\n if (!geometry.batchable) {\n renderer.geometry.bind(geometry, item._resolveDirectShader(renderer));\n }\n return true;\n}\nfunction findGraphics(item, queue) {\n if (item instanceof Graphics) {\n queue.push(item);\n return true;\n }\n return false;\n}\nclass Prepare extends BasePrepare {\n constructor(renderer) {\n super(renderer);\n this.uploadHookHelper = this.renderer;\n this.registerFindHook(findGraphics);\n this.registerUploadHook(uploadBaseTextures);\n this.registerUploadHook(uploadGraphics);\n }\n}\nPrepare.extension = {\n name: \"prepare\",\n type: ExtensionType.RendererSystem\n};\nextensions.add(Prepare);\n\nexport { Prepare };\n//# sourceMappingURL=Prepare.mjs.map\n","class TimeLimiter {\n constructor(maxMilliseconds) {\n this.maxMilliseconds = maxMilliseconds;\n this.frameStart = 0;\n }\n beginFrame() {\n this.frameStart = Date.now();\n }\n allowedToUpload() {\n return Date.now() - this.frameStart < this.maxMilliseconds;\n }\n}\n\nexport { TimeLimiter };\n//# sourceMappingURL=TimeLimiter.mjs.map\n","import { Texture, BaseTexture, utils, Rectangle } from '@pixi/core';\n\nconst _Spritesheet = class {\n constructor(texture, data, resolutionFilename = null) {\n this.linkedSheets = [];\n this._texture = texture instanceof Texture ? texture : null;\n this.baseTexture = texture instanceof BaseTexture ? texture : this._texture.baseTexture;\n this.textures = {};\n this.animations = {};\n this.data = data;\n const resource = this.baseTexture.resource;\n this.resolution = this._updateResolution(resolutionFilename || (resource ? resource.url : null));\n this._frames = this.data.frames;\n this._frameKeys = Object.keys(this._frames);\n this._batchIndex = 0;\n this._callback = null;\n }\n _updateResolution(resolutionFilename = null) {\n const { scale } = this.data.meta;\n let resolution = utils.getResolutionOfUrl(resolutionFilename, null);\n if (resolution === null) {\n resolution = parseFloat(scale ?? \"1\");\n }\n if (resolution !== 1) {\n this.baseTexture.setResolution(resolution);\n }\n return resolution;\n }\n parse() {\n return new Promise((resolve) => {\n this._callback = resolve;\n this._batchIndex = 0;\n if (this._frameKeys.length <= _Spritesheet.BATCH_SIZE) {\n this._processFrames(0);\n this._processAnimations();\n this._parseComplete();\n } else {\n this._nextBatch();\n }\n });\n }\n _processFrames(initialFrameIndex) {\n let frameIndex = initialFrameIndex;\n const maxFrames = _Spritesheet.BATCH_SIZE;\n while (frameIndex - initialFrameIndex < maxFrames && frameIndex < this._frameKeys.length) {\n const i = this._frameKeys[frameIndex];\n const data = this._frames[i];\n const rect = data.frame;\n if (rect) {\n let frame = null;\n let trim = null;\n const sourceSize = data.trimmed !== false && data.sourceSize ? data.sourceSize : data.frame;\n const orig = new Rectangle(0, 0, Math.floor(sourceSize.w) / this.resolution, Math.floor(sourceSize.h) / this.resolution);\n if (data.rotated) {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.h) / this.resolution, Math.floor(rect.w) / this.resolution);\n } else {\n frame = new Rectangle(Math.floor(rect.x) / this.resolution, Math.floor(rect.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n if (data.trimmed !== false && data.spriteSourceSize) {\n trim = new Rectangle(Math.floor(data.spriteSourceSize.x) / this.resolution, Math.floor(data.spriteSourceSize.y) / this.resolution, Math.floor(rect.w) / this.resolution, Math.floor(rect.h) / this.resolution);\n }\n this.textures[i] = new Texture(this.baseTexture, frame, orig, trim, data.rotated ? 2 : 0, data.anchor);\n Texture.addToCache(this.textures[i], i);\n }\n frameIndex++;\n }\n }\n _processAnimations() {\n const animations = this.data.animations || {};\n for (const animName in animations) {\n this.animations[animName] = [];\n for (let i = 0; i < animations[animName].length; i++) {\n const frameName = animations[animName][i];\n this.animations[animName].push(this.textures[frameName]);\n }\n }\n }\n _parseComplete() {\n const callback = this._callback;\n this._callback = null;\n this._batchIndex = 0;\n callback.call(this, this.textures);\n }\n _nextBatch() {\n this._processFrames(this._batchIndex * _Spritesheet.BATCH_SIZE);\n this._batchIndex++;\n setTimeout(() => {\n if (this._batchIndex * _Spritesheet.BATCH_SIZE < this._frameKeys.length) {\n this._nextBatch();\n } else {\n this._processAnimations();\n this._parseComplete();\n }\n }, 0);\n }\n destroy(destroyBase = false) {\n for (const i in this.textures) {\n this.textures[i].destroy();\n }\n this._frames = null;\n this._frameKeys = null;\n this.data = null;\n this.textures = null;\n if (destroyBase) {\n this._texture?.destroy();\n this.baseTexture.destroy();\n }\n this._texture = null;\n this.baseTexture = null;\n this.linkedSheets = [];\n }\n};\nlet Spritesheet = _Spritesheet;\nSpritesheet.BATCH_SIZE = 1e3;\n\nexport { Spritesheet };\n//# sourceMappingURL=Spritesheet.mjs.map\n","import { utils, ExtensionType, settings, extensions } from '@pixi/core';\nimport { LoaderParserPriority } from '@pixi/assets';\nimport { Spritesheet } from './Spritesheet.mjs';\n\nconst validImages = [\"jpg\", \"png\", \"jpeg\", \"avif\", \"webp\"];\nfunction getCacheableAssets(keys, asset, ignoreMultiPack) {\n const out = {};\n keys.forEach((key) => {\n out[key] = asset;\n });\n Object.keys(asset.textures).forEach((key) => {\n out[key] = asset.textures[key];\n });\n if (!ignoreMultiPack) {\n const basePath = utils.path.dirname(keys[0]);\n asset.linkedSheets.forEach((item, i) => {\n const out2 = getCacheableAssets([`${basePath}/${asset.data.meta.related_multi_packs[i]}`], item, true);\n Object.assign(out, out2);\n });\n }\n return out;\n}\nconst spritesheetAsset = {\n extension: ExtensionType.Asset,\n cache: {\n test: (asset) => asset instanceof Spritesheet,\n getCacheableAssets: (keys, asset) => getCacheableAssets(keys, asset, false)\n },\n resolver: {\n test: (value) => {\n const tempURL = value.split(\"?\")[0];\n const split = tempURL.split(\".\");\n const extension = split.pop();\n const format = split.pop();\n return extension === \"json\" && validImages.includes(format);\n },\n parse: (value) => {\n const split = value.split(\".\");\n return {\n resolution: parseFloat(settings.RETINA_PREFIX.exec(value)?.[1] ?? \"1\"),\n format: split[split.length - 2],\n src: value\n };\n }\n },\n loader: {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.Normal\n },\n async testParse(asset, options) {\n return utils.path.extname(options.src).includes(\".json\") && !!asset.frames;\n },\n async parse(asset, options, loader) {\n let basePath = utils.path.dirname(options.src);\n if (basePath && basePath.lastIndexOf(\"/\") !== basePath.length - 1) {\n basePath += \"/\";\n }\n const imagePath = basePath + asset.meta.image;\n const assets = await loader.load([imagePath]);\n const texture = assets[imagePath];\n const spritesheet = new Spritesheet(texture.baseTexture, asset, options.src);\n await spritesheet.parse();\n const multiPacks = asset?.meta?.related_multi_packs;\n if (Array.isArray(multiPacks)) {\n const promises = [];\n for (const item of multiPacks) {\n if (typeof item !== \"string\") {\n continue;\n }\n const itemUrl = basePath + item;\n if (options.data?.ignoreMultiPack) {\n continue;\n }\n promises.push(loader.load({\n src: itemUrl,\n data: {\n ignoreMultiPack: true\n }\n }));\n }\n const res = await Promise.all(promises);\n spritesheet.linkedSheets = res;\n res.forEach((item) => {\n item.linkedSheets = [spritesheet].concat(spritesheet.linkedSheets.filter((sp) => sp !== item));\n });\n }\n return spritesheet;\n },\n unload(spritesheet) {\n spritesheet.destroy(true);\n }\n }\n};\nextensions.add(spritesheetAsset);\n\nexport { spritesheetAsset };\n//# sourceMappingURL=spritesheetAsset.mjs.map\n","import { Sprite } from '@pixi/sprite';\nimport { Texture, Ticker, UPDATE_PRIORITY } from '@pixi/core';\n\nclass AnimatedSprite extends Sprite {\n constructor(textures, autoUpdate = true) {\n super(textures[0] instanceof Texture ? textures[0] : textures[0].texture);\n this._textures = null;\n this._durations = null;\n this._autoUpdate = autoUpdate;\n this._isConnectedToTicker = false;\n this.animationSpeed = 1;\n this.loop = true;\n this.updateAnchor = false;\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n this._currentTime = 0;\n this._playing = false;\n this._previousFrame = null;\n this.textures = textures;\n }\n stop() {\n if (!this._playing) {\n return;\n }\n this._playing = false;\n if (this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n }\n }\n play() {\n if (this._playing) {\n return;\n }\n this._playing = true;\n if (this._autoUpdate && !this._isConnectedToTicker) {\n Ticker.shared.add(this.update, this, UPDATE_PRIORITY.HIGH);\n this._isConnectedToTicker = true;\n }\n }\n gotoAndStop(frameNumber) {\n this.stop();\n this.currentFrame = frameNumber;\n }\n gotoAndPlay(frameNumber) {\n this.currentFrame = frameNumber;\n this.play();\n }\n update(deltaTime) {\n if (!this._playing) {\n return;\n }\n const elapsed = this.animationSpeed * deltaTime;\n const previousFrame = this.currentFrame;\n if (this._durations !== null) {\n let lag = this._currentTime % 1 * this._durations[this.currentFrame];\n lag += elapsed / 60 * 1e3;\n while (lag < 0) {\n this._currentTime--;\n lag += this._durations[this.currentFrame];\n }\n const sign = Math.sign(this.animationSpeed * deltaTime);\n this._currentTime = Math.floor(this._currentTime);\n while (lag >= this._durations[this.currentFrame]) {\n lag -= this._durations[this.currentFrame] * sign;\n this._currentTime += sign;\n }\n this._currentTime += lag / this._durations[this.currentFrame];\n } else {\n this._currentTime += elapsed;\n }\n if (this._currentTime < 0 && !this.loop) {\n this.gotoAndStop(0);\n if (this.onComplete) {\n this.onComplete();\n }\n } else if (this._currentTime >= this._textures.length && !this.loop) {\n this.gotoAndStop(this._textures.length - 1);\n if (this.onComplete) {\n this.onComplete();\n }\n } else if (previousFrame !== this.currentFrame) {\n if (this.loop && this.onLoop) {\n if (this.animationSpeed > 0 && this.currentFrame < previousFrame) {\n this.onLoop();\n } else if (this.animationSpeed < 0 && this.currentFrame > previousFrame) {\n this.onLoop();\n }\n }\n this.updateTexture();\n }\n }\n updateTexture() {\n const currentFrame = this.currentFrame;\n if (this._previousFrame === currentFrame) {\n return;\n }\n this._previousFrame = currentFrame;\n this._texture = this._textures[currentFrame];\n this._textureID = -1;\n this._textureTrimmedID = -1;\n this._cachedTint = 16777215;\n this.uvs = this._texture._uvs.uvsFloat32;\n if (this.updateAnchor) {\n this._anchor.copyFrom(this._texture.defaultAnchor);\n }\n if (this.onFrameChange) {\n this.onFrameChange(this.currentFrame);\n }\n }\n destroy(options) {\n this.stop();\n super.destroy(options);\n this.onComplete = null;\n this.onFrameChange = null;\n this.onLoop = null;\n }\n static fromFrames(frames) {\n const textures = [];\n for (let i = 0; i < frames.length; ++i) {\n textures.push(Texture.from(frames[i]));\n }\n return new AnimatedSprite(textures);\n }\n static fromImages(images) {\n const textures = [];\n for (let i = 0; i < images.length; ++i) {\n textures.push(Texture.from(images[i]));\n }\n return new AnimatedSprite(textures);\n }\n get totalFrames() {\n return this._textures.length;\n }\n get textures() {\n return this._textures;\n }\n set textures(value) {\n if (value[0] instanceof Texture) {\n this._textures = value;\n this._durations = null;\n } else {\n this._textures = [];\n this._durations = [];\n for (let i = 0; i < value.length; i++) {\n this._textures.push(value[i].texture);\n this._durations.push(value[i].time);\n }\n }\n this._previousFrame = null;\n this.gotoAndStop(0);\n this.updateTexture();\n }\n get currentFrame() {\n let currentFrame = Math.floor(this._currentTime) % this._textures.length;\n if (currentFrame < 0) {\n currentFrame += this._textures.length;\n }\n return currentFrame;\n }\n set currentFrame(value) {\n if (value < 0 || value > this.totalFrames - 1) {\n throw new Error(`[AnimatedSprite]: Invalid frame index value ${value}, expected to be between 0 and totalFrames ${this.totalFrames}.`);\n }\n const previousFrame = this.currentFrame;\n this._currentTime = value;\n if (previousFrame !== this.currentFrame) {\n this.updateTexture();\n }\n }\n get playing() {\n return this._playing;\n }\n get autoUpdate() {\n return this._autoUpdate;\n }\n set autoUpdate(value) {\n if (value !== this._autoUpdate) {\n this._autoUpdate = value;\n if (!this._autoUpdate && this._isConnectedToTicker) {\n Ticker.shared.remove(this.update, this);\n this._isConnectedToTicker = false;\n } else if (this._autoUpdate && !this._isConnectedToTicker && this._playing) {\n Ticker.shared.add(this.update, this);\n this._isConnectedToTicker = true;\n }\n }\n }\n}\n\nexport { AnimatedSprite };\n//# sourceMappingURL=AnimatedSprite.mjs.map\n","import { Point, Transform, TextureMatrix, Rectangle, Texture } from '@pixi/core';\nimport { Sprite } from '@pixi/sprite';\n\nconst tempPoint = new Point();\nclass TilingSprite extends Sprite {\n constructor(texture, width = 100, height = 100) {\n super(texture);\n this.tileTransform = new Transform();\n this._width = width;\n this._height = height;\n this.uvMatrix = this.texture.uvMatrix || new TextureMatrix(texture);\n this.pluginName = \"tilingSprite\";\n this.uvRespectAnchor = false;\n }\n get clampMargin() {\n return this.uvMatrix.clampMargin;\n }\n set clampMargin(value) {\n this.uvMatrix.clampMargin = value;\n this.uvMatrix.update(true);\n }\n get tileScale() {\n return this.tileTransform.scale;\n }\n set tileScale(value) {\n this.tileTransform.scale.copyFrom(value);\n }\n get tilePosition() {\n return this.tileTransform.position;\n }\n set tilePosition(value) {\n this.tileTransform.position.copyFrom(value);\n }\n _onTextureUpdate() {\n if (this.uvMatrix) {\n this.uvMatrix.texture = this._texture;\n }\n this._cachedTint = 16777215;\n }\n _render(renderer) {\n const texture = this._texture;\n if (!texture || !texture.valid) {\n return;\n }\n this.tileTransform.updateLocalTransform();\n this.uvMatrix.update();\n renderer.batch.setObjectRenderer(renderer.plugins[this.pluginName]);\n renderer.plugins[this.pluginName].render(this);\n }\n _calculateBounds() {\n const minX = this._width * -this._anchor._x;\n const minY = this._height * -this._anchor._y;\n const maxX = this._width * (1 - this._anchor._x);\n const maxY = this._height * (1 - this._anchor._y);\n this._bounds.addFrame(this.transform, minX, minY, maxX, maxY);\n }\n getLocalBounds(rect) {\n if (this.children.length === 0) {\n this._bounds.minX = this._width * -this._anchor._x;\n this._bounds.minY = this._height * -this._anchor._y;\n this._bounds.maxX = this._width * (1 - this._anchor._x);\n this._bounds.maxY = this._height * (1 - this._anchor._y);\n if (!rect) {\n if (!this._localBoundsRect) {\n this._localBoundsRect = new Rectangle();\n }\n rect = this._localBoundsRect;\n }\n return this._bounds.getRectangle(rect);\n }\n return super.getLocalBounds.call(this, rect);\n }\n containsPoint(point) {\n this.worldTransform.applyInverse(point, tempPoint);\n const width = this._width;\n const height = this._height;\n const x1 = -width * this.anchor._x;\n if (tempPoint.x >= x1 && tempPoint.x < x1 + width) {\n const y1 = -height * this.anchor._y;\n if (tempPoint.y >= y1 && tempPoint.y < y1 + height) {\n return true;\n }\n }\n return false;\n }\n destroy(options) {\n super.destroy(options);\n this.tileTransform = null;\n this.uvMatrix = null;\n }\n static from(source, options) {\n const texture = source instanceof Texture ? source : Texture.from(source, options);\n return new TilingSprite(texture, options.width, options.height);\n }\n get width() {\n return this._width;\n }\n set width(value) {\n this._width = value;\n }\n get height() {\n return this._height;\n }\n set height(value) {\n this._height = value;\n }\n}\n\nexport { TilingSprite };\n//# sourceMappingURL=TilingSprite.mjs.map\n","var fragmentSimpleSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-Simple-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\n\\nvoid main(void)\\n{\\n vec4 texSample = texture2D(uSampler, vTextureCoord);\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nexport { fragmentSimpleSrc as default };\n//# sourceMappingURL=sprite-tiling-simple.mjs.map\n","var gl1VertexSrc = \"#version 100\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nattribute vec2 aVertexPosition;\\nattribute vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nvarying vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nexport { gl1VertexSrc as default };\n//# sourceMappingURL=sprite-tiling-fallback.mjs.map\n","var gl1FragmentSrc = \"#version 100\\n#ifdef GL_EXT_shader_texture_lod\\n #extension GL_EXT_shader_texture_lod : enable\\n#endif\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nvarying vec2 vTextureCoord;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n #ifdef GL_EXT_shader_texture_lod\\n vec4 texSample = unclamped == coord\\n ? texture2D(uSampler, coord) \\n : texture2DLodEXT(uSampler, coord, 0);\\n #else\\n vec4 texSample = texture2D(uSampler, coord);\\n #endif\\n\\n gl_FragColor = texSample * uColor;\\n}\\n\";\n\nexport { gl1FragmentSrc as default };\n//# sourceMappingURL=sprite-tiling-fallback2.mjs.map\n","var gl2VertexSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-300\\n\\nprecision lowp float;\\n\\nin vec2 aVertexPosition;\\nin vec2 aTextureCoord;\\n\\nuniform mat3 projectionMatrix;\\nuniform mat3 translationMatrix;\\nuniform mat3 uTransform;\\n\\nout vec2 vTextureCoord;\\n\\nvoid main(void)\\n{\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\n\\n vTextureCoord = (uTransform * vec3(aTextureCoord, 1.0)).xy;\\n}\\n\";\n\nexport { gl2VertexSrc as default };\n//# sourceMappingURL=sprite-tiling.mjs.map\n","var gl2FragmentSrc = \"#version 300 es\\n#define SHADER_NAME Tiling-Sprite-100\\n\\nprecision lowp float;\\n\\nin vec2 vTextureCoord;\\n\\nout vec4 fragmentColor;\\n\\nuniform sampler2D uSampler;\\nuniform vec4 uColor;\\nuniform mat3 uMapCoord;\\nuniform vec4 uClampFrame;\\nuniform vec2 uClampOffset;\\n\\nvoid main(void)\\n{\\n vec2 coord = vTextureCoord + ceil(uClampOffset - vTextureCoord);\\n coord = (uMapCoord * vec3(coord, 1.0)).xy;\\n vec2 unclamped = coord;\\n coord = clamp(coord, uClampFrame.xy, uClampFrame.zw);\\n\\n vec4 texSample = texture(uSampler, coord, unclamped == coord ? 0.0f : -32.0f);// lod-bias very negative to force lod 0\\n\\n fragmentColor = texSample * uColor;\\n}\\n\";\n\nexport { gl2FragmentSrc as default };\n//# sourceMappingURL=sprite-tiling2.mjs.map\n","import { Matrix, ObjectRenderer, QuadUv, State, Shader, WRAP_MODES, utils, ExtensionType, extensions } from '@pixi/core';\nimport fragmentSimpleSrc from './sprite-tiling-simple.mjs';\nimport gl1VertexSrc from './sprite-tiling-fallback.mjs';\nimport gl1FragmentSrc from './sprite-tiling-fallback2.mjs';\nimport gl2VertexSrc from './sprite-tiling.mjs';\nimport gl2FragmentSrc from './sprite-tiling2.mjs';\n\nconst tempMat = new Matrix();\nclass TilingSpriteRenderer extends ObjectRenderer {\n constructor(renderer) {\n super(renderer);\n renderer.runners.contextChange.add(this);\n this.quad = new QuadUv();\n this.state = State.for2d();\n }\n contextChange() {\n const renderer = this.renderer;\n const uniforms = { globals: renderer.globalUniforms };\n this.simpleShader = Shader.from(gl1VertexSrc, fragmentSimpleSrc, uniforms);\n this.shader = renderer.context.webGLVersion > 1 ? Shader.from(gl2VertexSrc, gl2FragmentSrc, uniforms) : Shader.from(gl1VertexSrc, gl1FragmentSrc, uniforms);\n }\n render(ts) {\n const renderer = this.renderer;\n const quad = this.quad;\n let vertices = quad.vertices;\n vertices[0] = vertices[6] = ts._width * -ts.anchor.x;\n vertices[1] = vertices[3] = ts._height * -ts.anchor.y;\n vertices[2] = vertices[4] = ts._width * (1 - ts.anchor.x);\n vertices[5] = vertices[7] = ts._height * (1 - ts.anchor.y);\n const anchorX = ts.uvRespectAnchor ? ts.anchor.x : 0;\n const anchorY = ts.uvRespectAnchor ? ts.anchor.y : 0;\n vertices = quad.uvs;\n vertices[0] = vertices[6] = -anchorX;\n vertices[1] = vertices[3] = -anchorY;\n vertices[2] = vertices[4] = 1 - anchorX;\n vertices[5] = vertices[7] = 1 - anchorY;\n quad.invalidate();\n const tex = ts._texture;\n const baseTex = tex.baseTexture;\n const premultiplied = baseTex.alphaMode > 0;\n const lt = ts.tileTransform.localTransform;\n const uv = ts.uvMatrix;\n let isSimple = baseTex.isPowerOfTwo && tex.frame.width === baseTex.width && tex.frame.height === baseTex.height;\n if (isSimple) {\n if (!baseTex._glTextures[renderer.CONTEXT_UID]) {\n if (baseTex.wrapMode === WRAP_MODES.CLAMP) {\n baseTex.wrapMode = WRAP_MODES.REPEAT;\n }\n } else {\n isSimple = baseTex.wrapMode !== WRAP_MODES.CLAMP;\n }\n }\n const shader = isSimple ? this.simpleShader : this.shader;\n const w = tex.width;\n const h = tex.height;\n const W = ts._width;\n const H = ts._height;\n tempMat.set(lt.a * w / W, lt.b * w / H, lt.c * h / W, lt.d * h / H, lt.tx / W, lt.ty / H);\n tempMat.invert();\n if (isSimple) {\n tempMat.prepend(uv.mapCoord);\n } else {\n shader.uniforms.uMapCoord = uv.mapCoord.toArray(true);\n shader.uniforms.uClampFrame = uv.uClampFrame;\n shader.uniforms.uClampOffset = uv.uClampOffset;\n }\n shader.uniforms.uTransform = tempMat.toArray(true);\n shader.uniforms.uColor = utils.premultiplyTintToRgba(ts.tint, ts.worldAlpha, shader.uniforms.uColor, premultiplied);\n shader.uniforms.translationMatrix = ts.transform.worldTransform.toArray(true);\n shader.uniforms.uSampler = tex;\n renderer.shader.bind(shader);\n renderer.geometry.bind(quad);\n this.state.blendMode = utils.correctBlendMode(ts.blendMode, premultiplied);\n renderer.state.set(this.state);\n renderer.geometry.draw(this.renderer.gl.TRIANGLES, 6, 0);\n }\n}\nTilingSpriteRenderer.extension = {\n name: \"tilingSprite\",\n type: ExtensionType.RendererPlugin\n};\nextensions.add(TilingSpriteRenderer);\n\nexport { TilingSpriteRenderer };\n//# sourceMappingURL=TilingSpriteRenderer.mjs.map\n","class BitmapFontData {\n constructor() {\n this.info = [];\n this.common = [];\n this.page = [];\n this.char = [];\n this.kerning = [];\n this.distanceField = [];\n }\n}\n\nexport { BitmapFontData };\n//# sourceMappingURL=BitmapFontData.mjs.map\n","import { BitmapFontData } from '../BitmapFontData.mjs';\n\nclass TextFormat {\n static test(data) {\n return typeof data === \"string\" && data.startsWith(\"info face=\");\n }\n static parse(txt) {\n const items = txt.match(/^[a-z]+\\s+.+$/gm);\n const rawData = {\n info: [],\n common: [],\n page: [],\n char: [],\n chars: [],\n kerning: [],\n kernings: [],\n distanceField: []\n };\n for (const i in items) {\n const name = items[i].match(/^[a-z]+/gm)[0];\n const attributeList = items[i].match(/[a-zA-Z]+=([^\\s\"']+|\"([^\"]*)\")/gm);\n const itemData = {};\n for (const i2 in attributeList) {\n const split = attributeList[i2].split(\"=\");\n const key = split[0];\n const strValue = split[1].replace(/\"/gm, \"\");\n const floatValue = parseFloat(strValue);\n const value = isNaN(floatValue) ? strValue : floatValue;\n itemData[key] = value;\n }\n rawData[name].push(itemData);\n }\n const font = new BitmapFontData();\n rawData.info.forEach((info) => font.info.push({\n face: info.face,\n size: parseInt(info.size, 10)\n }));\n rawData.common.forEach((common) => font.common.push({\n lineHeight: parseInt(common.lineHeight, 10)\n }));\n rawData.page.forEach((page) => font.page.push({\n id: parseInt(page.id, 10),\n file: page.file\n }));\n rawData.char.forEach((char) => font.char.push({\n id: parseInt(char.id, 10),\n page: parseInt(char.page, 10),\n x: parseInt(char.x, 10),\n y: parseInt(char.y, 10),\n width: parseInt(char.width, 10),\n height: parseInt(char.height, 10),\n xoffset: parseInt(char.xoffset, 10),\n yoffset: parseInt(char.yoffset, 10),\n xadvance: parseInt(char.xadvance, 10)\n }));\n rawData.kerning.forEach((kerning) => font.kerning.push({\n first: parseInt(kerning.first, 10),\n second: parseInt(kerning.second, 10),\n amount: parseInt(kerning.amount, 10)\n }));\n rawData.distanceField.forEach((df) => font.distanceField.push({\n distanceRange: parseInt(df.distanceRange, 10),\n fieldType: df.fieldType\n }));\n return font;\n }\n}\n\nexport { TextFormat };\n//# sourceMappingURL=TextFormat.mjs.map\n","import { BitmapFontData } from '../BitmapFontData.mjs';\n\nclass XMLFormat {\n static test(data) {\n return data instanceof XMLDocument && data.getElementsByTagName(\"page\").length && data.getElementsByTagName(\"info\")[0].getAttribute(\"face\") !== null;\n }\n static parse(xml) {\n const data = new BitmapFontData();\n const info = xml.getElementsByTagName(\"info\");\n const common = xml.getElementsByTagName(\"common\");\n const page = xml.getElementsByTagName(\"page\");\n const char = xml.getElementsByTagName(\"char\");\n const kerning = xml.getElementsByTagName(\"kerning\");\n const distanceField = xml.getElementsByTagName(\"distanceField\");\n for (let i = 0; i < info.length; i++) {\n data.info.push({\n face: info[i].getAttribute(\"face\"),\n size: parseInt(info[i].getAttribute(\"size\"), 10)\n });\n }\n for (let i = 0; i < common.length; i++) {\n data.common.push({\n lineHeight: parseInt(common[i].getAttribute(\"lineHeight\"), 10)\n });\n }\n for (let i = 0; i < page.length; i++) {\n data.page.push({\n id: parseInt(page[i].getAttribute(\"id\"), 10) || 0,\n file: page[i].getAttribute(\"file\")\n });\n }\n for (let i = 0; i < char.length; i++) {\n const letter = char[i];\n data.char.push({\n id: parseInt(letter.getAttribute(\"id\"), 10),\n page: parseInt(letter.getAttribute(\"page\"), 10) || 0,\n x: parseInt(letter.getAttribute(\"x\"), 10),\n y: parseInt(letter.getAttribute(\"y\"), 10),\n width: parseInt(letter.getAttribute(\"width\"), 10),\n height: parseInt(letter.getAttribute(\"height\"), 10),\n xoffset: parseInt(letter.getAttribute(\"xoffset\"), 10),\n yoffset: parseInt(letter.getAttribute(\"yoffset\"), 10),\n xadvance: parseInt(letter.getAttribute(\"xadvance\"), 10)\n });\n }\n for (let i = 0; i < kerning.length; i++) {\n data.kerning.push({\n first: parseInt(kerning[i].getAttribute(\"first\"), 10),\n second: parseInt(kerning[i].getAttribute(\"second\"), 10),\n amount: parseInt(kerning[i].getAttribute(\"amount\"), 10)\n });\n }\n for (let i = 0; i < distanceField.length; i++) {\n data.distanceField.push({\n fieldType: distanceField[i].getAttribute(\"fieldType\"),\n distanceRange: parseInt(distanceField[i].getAttribute(\"distanceRange\"), 10)\n });\n }\n return data;\n }\n}\n\nexport { XMLFormat };\n//# sourceMappingURL=XMLFormat.mjs.map\n","import { XMLFormat } from './XMLFormat.mjs';\n\nclass XMLStringFormat {\n static test(data) {\n if (typeof data === \"string\" && data.includes(\"<font>\")) {\n const xml = new globalThis.DOMParser().parseFromString(data, \"text/xml\");\n return XMLFormat.test(xml);\n }\n return false;\n }\n static parse(xmlTxt) {\n const xml = new globalThis.DOMParser().parseFromString(xmlTxt, \"text/xml\");\n return XMLFormat.parse(xml);\n }\n}\n\nexport { XMLStringFormat };\n//# sourceMappingURL=XMLStringFormat.mjs.map\n","import { TextFormat } from './TextFormat.mjs';\nexport { TextFormat } from './TextFormat.mjs';\nimport { XMLFormat } from './XMLFormat.mjs';\nexport { XMLFormat } from './XMLFormat.mjs';\nimport { XMLStringFormat } from './XMLStringFormat.mjs';\nexport { XMLStringFormat } from './XMLStringFormat.mjs';\n\nconst formats = [\n TextFormat,\n XMLFormat,\n XMLStringFormat\n];\nfunction autoDetectFormat(data) {\n for (let i = 0; i < formats.length; i++) {\n if (formats[i].test(data)) {\n return formats[i];\n }\n }\n return null;\n}\n\nexport { autoDetectFormat };\n//# sourceMappingURL=index.mjs.map\n","import { TEXT_GRADIENT } from '@pixi/text';\n\nfunction generateFillStyle(canvas, context, style, resolution, lines, metrics) {\n const fillStyle = style.fill;\n if (!Array.isArray(fillStyle)) {\n return fillStyle;\n } else if (fillStyle.length === 1) {\n return fillStyle[0];\n }\n let gradient;\n const dropShadowCorrection = style.dropShadow ? style.dropShadowDistance : 0;\n const padding = style.padding || 0;\n const width = canvas.width / resolution - dropShadowCorrection - padding * 2;\n const height = canvas.height / resolution - dropShadowCorrection - padding * 2;\n const fill = fillStyle.slice();\n const fillGradientStops = style.fillGradientStops.slice();\n if (!fillGradientStops.length) {\n const lengthPlus1 = fill.length + 1;\n for (let i = 1; i < lengthPlus1; ++i) {\n fillGradientStops.push(i / lengthPlus1);\n }\n }\n fill.unshift(fillStyle[0]);\n fillGradientStops.unshift(0);\n fill.push(fillStyle[fillStyle.length - 1]);\n fillGradientStops.push(1);\n if (style.fillGradientType === TEXT_GRADIENT.LINEAR_VERTICAL) {\n gradient = context.createLinearGradient(width / 2, padding, width / 2, height + padding);\n let lastIterationStop = 0;\n const textHeight = metrics.fontProperties.fontSize + style.strokeThickness;\n const gradStopLineHeight = textHeight / height;\n for (let i = 0; i < lines.length; i++) {\n const thisLineTop = metrics.lineHeight * i;\n for (let j = 0; j < fill.length; j++) {\n let lineStop = 0;\n if (typeof fillGradientStops[j] === \"number\") {\n lineStop = fillGradientStops[j];\n } else {\n lineStop = j / fill.length;\n }\n const globalStop = thisLineTop / height + lineStop * gradStopLineHeight;\n let clampedStop = Math.max(lastIterationStop, globalStop);\n clampedStop = Math.min(clampedStop, 1);\n gradient.addColorStop(clampedStop, fill[j]);\n lastIterationStop = clampedStop;\n }\n }\n } else {\n gradient = context.createLinearGradient(padding, height / 2, width + padding, height / 2);\n const totalIterations = fill.length + 1;\n let currentIteration = 1;\n for (let i = 0; i < fill.length; i++) {\n let stop;\n if (typeof fillGradientStops[i] === \"number\") {\n stop = fillGradientStops[i];\n } else {\n stop = currentIteration / totalIterations;\n }\n gradient.addColorStop(stop, fill[i]);\n currentIteration++;\n }\n }\n return gradient;\n}\n\nexport { generateFillStyle };\n//# sourceMappingURL=generateFillStyle.mjs.map\n","import { generateFillStyle } from './generateFillStyle.mjs';\nimport { utils } from '@pixi/core';\n\nfunction drawGlyph(canvas, context, metrics, x, y, resolution, style) {\n const char = metrics.text;\n const fontProperties = metrics.fontProperties;\n context.translate(x, y);\n context.scale(resolution, resolution);\n const tx = style.strokeThickness / 2;\n const ty = -(style.strokeThickness / 2);\n context.font = style.toFontString();\n context.lineWidth = style.strokeThickness;\n context.textBaseline = style.textBaseline;\n context.lineJoin = style.lineJoin;\n context.miterLimit = style.miterLimit;\n context.fillStyle = generateFillStyle(canvas, context, style, resolution, [char], metrics);\n context.strokeStyle = style.stroke;\n if (style.dropShadow) {\n const dropShadowColor = style.dropShadowColor;\n const rgb = utils.hex2rgb(typeof dropShadowColor === \"number\" ? dropShadowColor : utils.string2hex(dropShadowColor));\n const dropShadowBlur = style.dropShadowBlur * resolution;\n const dropShadowDistance = style.dropShadowDistance * resolution;\n context.shadowColor = `rgba(${rgb[0] * 255},${rgb[1] * 255},${rgb[2] * 255},${style.dropShadowAlpha})`;\n context.shadowBlur = dropShadowBlur;\n context.shadowOffsetX = Math.cos(style.dropShadowAngle) * dropShadowDistance;\n context.shadowOffsetY = Math.sin(style.dropShadowAngle) * dropShadowDistance;\n } else {\n context.shadowColor = \"black\";\n context.shadowBlur = 0;\n context.shadowOffsetX = 0;\n context.shadowOffsetY = 0;\n }\n if (style.stroke && style.strokeThickness) {\n context.strokeText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n if (style.fill) {\n context.fillText(char, tx, ty + metrics.lineHeight - fontProperties.descent);\n }\n context.setTransform(1, 0, 0, 1, 0, 0);\n context.fillStyle = \"rgba(0, 0, 0, 0)\";\n}\n\nexport { drawGlyph };\n//# sourceMappingURL=drawGlyph.mjs.map\n","function splitTextToCharacters(text) {\n return Array.from ? Array.from(text) : text.split(\"\");\n}\n\nexport { splitTextToCharacters };\n//# sourceMappingURL=splitTextToCharacters.mjs.map\n","import { splitTextToCharacters } from './splitTextToCharacters.mjs';\n\nfunction resolveCharacters(chars) {\n if (typeof chars === \"string\") {\n chars = [chars];\n }\n const result = [];\n for (let i = 0, j = chars.length; i < j; i++) {\n const item = chars[i];\n if (Array.isArray(item)) {\n if (item.length !== 2) {\n throw new Error(`[BitmapFont]: Invalid character range length, expecting 2 got ${item.length}.`);\n }\n const startCode = item[0].charCodeAt(0);\n const endCode = item[1].charCodeAt(0);\n if (endCode < startCode) {\n throw new Error(\"[BitmapFont]: Invalid character range.\");\n }\n for (let i2 = startCode, j2 = endCode; i2 <= j2; i2++) {\n result.push(String.fromCharCode(i2));\n }\n } else {\n result.push(...splitTextToCharacters(item));\n }\n }\n if (result.length === 0) {\n throw new Error(\"[BitmapFont]: Empty set when resolving characters.\");\n }\n return result;\n}\n\nexport { resolveCharacters };\n//# sourceMappingURL=resolveCharacters.mjs.map\n","function extractCharCode(str) {\n return str.codePointAt ? str.codePointAt(0) : str.charCodeAt(0);\n}\n\nexport { extractCharCode };\n//# sourceMappingURL=extractCharCode.mjs.map\n","import { utils, ALPHA_MODES, MIPMAP_MODES, Rectangle, Texture, settings, BaseTexture } from '@pixi/core';\nimport { TextStyle, TextMetrics } from '@pixi/text';\nimport { autoDetectFormat } from './formats/index.mjs';\nimport { BitmapFontData } from './BitmapFontData.mjs';\nimport './utils/index.mjs';\nimport { resolveCharacters } from './utils/resolveCharacters.mjs';\nimport { drawGlyph } from './utils/drawGlyph.mjs';\nimport { extractCharCode } from './utils/extractCharCode.mjs';\n\nconst _BitmapFont = class {\n constructor(data, textures, ownsTextures) {\n const [info] = data.info;\n const [common] = data.common;\n const [page] = data.page;\n const [distanceField] = data.distanceField;\n const res = utils.getResolutionOfUrl(page.file);\n const pageTextures = {};\n this._ownsTextures = ownsTextures;\n this.font = info.face;\n this.size = info.size;\n this.lineHeight = common.lineHeight / res;\n this.chars = {};\n this.pageTextures = pageTextures;\n for (let i = 0; i < data.page.length; i++) {\n const { id, file } = data.page[i];\n pageTextures[id] = textures instanceof Array ? textures[i] : textures[file];\n if (distanceField?.fieldType && distanceField.fieldType !== \"none\") {\n pageTextures[id].baseTexture.alphaMode = ALPHA_MODES.NO_PREMULTIPLIED_ALPHA;\n pageTextures[id].baseTexture.mipmap = MIPMAP_MODES.OFF;\n }\n }\n for (let i = 0; i < data.char.length; i++) {\n const { id, page: page2 } = data.char[i];\n let { x, y, width, height, xoffset, yoffset, xadvance } = data.char[i];\n x /= res;\n y /= res;\n width /= res;\n height /= res;\n xoffset /= res;\n yoffset /= res;\n xadvance /= res;\n const rect = new Rectangle(x + pageTextures[page2].frame.x / res, y + pageTextures[page2].frame.y / res, width, height);\n this.chars[id] = {\n xOffset: xoffset,\n yOffset: yoffset,\n xAdvance: xadvance,\n kerning: {},\n texture: new Texture(pageTextures[page2].baseTexture, rect),\n page: page2\n };\n }\n for (let i = 0; i < data.kerning.length; i++) {\n let { first, second, amount } = data.kerning[i];\n first /= res;\n second /= res;\n amount /= res;\n if (this.chars[second]) {\n this.chars[second].kerning[first] = amount;\n }\n }\n this.distanceFieldRange = distanceField?.distanceRange;\n this.distanceFieldType = distanceField?.fieldType?.toLowerCase() ?? \"none\";\n }\n destroy() {\n for (const id in this.chars) {\n this.chars[id].texture.destroy();\n this.chars[id].texture = null;\n }\n for (const id in this.pageTextures) {\n if (this._ownsTextures) {\n this.pageTextures[id].destroy(true);\n }\n this.pageTextures[id] = null;\n }\n this.chars = null;\n this.pageTextures = null;\n }\n static install(data, textures, ownsTextures) {\n let fontData;\n if (data instanceof BitmapFontData) {\n fontData = data;\n } else {\n const format = autoDetectFormat(data);\n if (!format) {\n throw new Error(\"Unrecognized data format for font.\");\n }\n fontData = format.parse(data);\n }\n if (textures instanceof Texture) {\n textures = [textures];\n }\n const font = new _BitmapFont(fontData, textures, ownsTextures);\n _BitmapFont.available[font.font] = font;\n return font;\n }\n static uninstall(name) {\n const font = _BitmapFont.available[name];\n if (!font) {\n throw new Error(`No font found named '${name}'`);\n }\n font.destroy();\n delete _BitmapFont.available[name];\n }\n static from(name, textStyle, options) {\n if (!name) {\n throw new Error(\"[BitmapFont] Property `name` is required.\");\n }\n const {\n chars,\n padding,\n resolution,\n textureWidth,\n textureHeight,\n ...baseOptions\n } = Object.assign({}, _BitmapFont.defaultOptions, options);\n const charsList = resolveCharacters(chars);\n const style = textStyle instanceof TextStyle ? textStyle : new TextStyle(textStyle);\n const lineWidth = textureWidth;\n const fontData = new BitmapFontData();\n fontData.info[0] = {\n face: style.fontFamily,\n size: style.fontSize\n };\n fontData.common[0] = {\n lineHeight: style.fontSize\n };\n let positionX = 0;\n let positionY = 0;\n let canvas;\n let context;\n let baseTexture;\n let maxCharHeight = 0;\n const baseTextures = [];\n const textures = [];\n for (let i = 0; i < charsList.length; i++) {\n if (!canvas) {\n canvas = settings.ADAPTER.createCanvas();\n canvas.width = textureWidth;\n canvas.height = textureHeight;\n context = canvas.getContext(\"2d\");\n baseTexture = new BaseTexture(canvas, { resolution, ...baseOptions });\n baseTextures.push(baseTexture);\n textures.push(new Texture(baseTexture));\n fontData.page.push({\n id: textures.length - 1,\n file: \"\"\n });\n }\n const character = charsList[i];\n const metrics = TextMetrics.measureText(character, style, false, canvas);\n const width = metrics.width;\n const height = Math.ceil(metrics.height);\n const textureGlyphWidth = Math.ceil((style.fontStyle === \"italic\" ? 2 : 1) * width);\n if (positionY >= textureHeight - height * resolution) {\n if (positionY === 0) {\n throw new Error(`[BitmapFont] textureHeight ${textureHeight}px is too small (fontFamily: '${style.fontFamily}', fontSize: ${style.fontSize}px, char: '${character}')`);\n }\n --i;\n canvas = null;\n context = null;\n baseTexture = null;\n positionY = 0;\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n maxCharHeight = Math.max(height + metrics.fontProperties.descent, maxCharHeight);\n if (textureGlyphWidth * resolution + positionX >= lineWidth) {\n if (positionX === 0) {\n throw new Error(`[BitmapFont] textureWidth ${textureWidth}px is too small (fontFamily: '${style.fontFamily}', fontSize: ${style.fontSize}px, char: '${character}')`);\n }\n --i;\n positionY += maxCharHeight * resolution;\n positionY = Math.ceil(positionY);\n positionX = 0;\n maxCharHeight = 0;\n continue;\n }\n drawGlyph(canvas, context, metrics, positionX, positionY, resolution, style);\n const id = extractCharCode(metrics.text);\n fontData.char.push({\n id,\n page: textures.length - 1,\n x: positionX / resolution,\n y: positionY / resolution,\n width: textureGlyphWidth,\n height,\n xoffset: 0,\n yoffset: 0,\n xadvance: Math.ceil(width - (style.dropShadow ? style.dropShadowDistance : 0) - (style.stroke ? style.strokeThickness : 0))\n });\n positionX += (textureGlyphWidth + 2 * padding) * resolution;\n positionX = Math.ceil(positionX);\n }\n for (let i = 0, len = charsList.length; i < len; i++) {\n const first = charsList[i];\n for (let j = 0; j < len; j++) {\n const second = charsList[j];\n const c1 = context.measureText(first).width;\n const c2 = context.measureText(second).width;\n const total = context.measureText(first + second).width;\n const amount = total - (c1 + c2);\n if (amount) {\n fontData.kerning.push({\n first: extractCharCode(first),\n second: extractCharCode(second),\n amount\n });\n }\n }\n }\n const font = new _BitmapFont(fontData, textures, true);\n if (_BitmapFont.available[name] !== void 0) {\n _BitmapFont.uninstall(name);\n }\n _BitmapFont.available[name] = font;\n return font;\n }\n};\nlet BitmapFont = _BitmapFont;\nBitmapFont.ALPHA = [[\"a\", \"z\"], [\"A\", \"Z\"], \" \"];\nBitmapFont.NUMERIC = [[\"0\", \"9\"]];\nBitmapFont.ALPHANUMERIC = [[\"a\", \"z\"], [\"A\", \"Z\"], [\"0\", \"9\"], \" \"];\nBitmapFont.ASCII = [[\" \", \"~\"]];\nBitmapFont.defaultOptions = {\n resolution: 1,\n textureWidth: 512,\n textureHeight: 512,\n padding: 4,\n chars: _BitmapFont.ALPHANUMERIC\n};\nBitmapFont.available = {};\n\nexport { BitmapFont };\n//# sourceMappingURL=BitmapFont.mjs.map\n","var msdfFrag = \"// Pixi texture info\\r\\nvarying vec2 vTextureCoord;\\r\\nuniform sampler2D uSampler;\\r\\n\\r\\n// Tint\\r\\nuniform vec4 uColor;\\r\\n\\r\\n// on 2D applications fwidth is screenScale / glyphAtlasScale * distanceFieldRange\\r\\nuniform float uFWidth;\\r\\n\\r\\nvoid main(void) {\\r\\n\\r\\n // To stack MSDF and SDF we need a non-pre-multiplied-alpha texture.\\r\\n vec4 texColor = texture2D(uSampler, vTextureCoord);\\r\\n\\r\\n // MSDF\\r\\n float median = texColor.r + texColor.g + texColor.b -\\r\\n min(texColor.r, min(texColor.g, texColor.b)) -\\r\\n max(texColor.r, max(texColor.g, texColor.b));\\r\\n // SDF\\r\\n median = min(median, texColor.a);\\r\\n\\r\\n float screenPxDistance = uFWidth * (median - 0.5);\\r\\n float alpha = clamp(screenPxDistance + 0.5, 0.0, 1.0);\\r\\n if (median < 0.01) {\\r\\n alpha = 0.0;\\r\\n } else if (median > 0.99) {\\r\\n alpha = 1.0;\\r\\n }\\r\\n\\r\\n // NPM Textures, NPM outputs\\r\\n gl_FragColor = vec4(uColor.rgb, uColor.a * alpha);\\r\\n\\r\\n}\\r\\n\";\n\nexport { msdfFrag as default };\n//# sourceMappingURL=msdf.mjs.map\n","var msdfVert = \"// Mesh material default fragment\\r\\nattribute vec2 aVertexPosition;\\r\\nattribute vec2 aTextureCoord;\\r\\n\\r\\nuniform mat3 projectionMatrix;\\r\\nuniform mat3 translationMatrix;\\r\\nuniform mat3 uTextureMatrix;\\r\\n\\r\\nvarying vec2 vTextureCoord;\\r\\n\\r\\nvoid main(void)\\r\\n{\\r\\n gl_Position = vec4((projectionMatrix * translationMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);\\r\\n\\r\\n vTextureCoord = (uTextureMatrix * vec3(aTextureCoord, 1.0)).xy;\\r\\n}\\r\\n\";\n\nexport { msdfVert as default };\n//# sourceMappingURL=msdf2.mjs.map\n","import { MeshGeometry, MeshMaterial, Mesh } from '@pixi/mesh';\nimport { BitmapFont } from './BitmapFont.mjs';\nimport './utils/index.mjs';\nimport msdfFrag from './shader/msdf.mjs';\nimport msdfVert from './shader/msdf2.mjs';\nimport { ObservablePoint, settings, Point, Texture, utils, BLEND_MODES, Program } from '@pixi/core';\nimport { Container } from '@pixi/display';\nimport { splitTextToCharacters } from './utils/splitTextToCharacters.mjs';\nimport { extractCharCode } from './utils/extractCharCode.mjs';\n\nconst pageMeshDataDefaultPageMeshData = [];\nconst pageMeshDataMSDFPageMeshData = [];\nconst charRenderDataPool = [];\nconst _BitmapText = class extends Container {\n constructor(text, style = {}) {\n super();\n this._tint = 16777215;\n const { align, tint, maxWidth, letterSpacing, fontName, fontSize } = Object.assign({}, _BitmapText.styleDefaults, style);\n if (!BitmapFont.available[fontName]) {\n throw new Error(`Missing BitmapFont \"${fontName}\"`);\n }\n this._activePagesMeshData = [];\n this._textWidth = 0;\n this._textHeight = 0;\n this._align = align;\n this._tint = tint;\n this._font = void 0;\n this._fontName = fontName;\n this._fontSize = fontSize;\n this.text = text;\n this._maxWidth = maxWidth;\n this._maxLineHeight = 0;\n this._letterSpacing = letterSpacing;\n this._anchor = new ObservablePoint(() => {\n this.dirty = true;\n }, this, 0, 0);\n this._roundPixels = settings.ROUND_PIXELS;\n this.dirty = true;\n this._resolution = settings.RESOLUTION;\n this._autoResolution = true;\n this._textureCache = {};\n }\n updateText() {\n const data = BitmapFont.available[this._fontName];\n const fontSize = this.fontSize;\n const scale = fontSize / data.size;\n const pos = new Point();\n const chars = [];\n const lineWidths = [];\n const lineSpaces = [];\n const text = this._text.replace(/(?:\\r\\n|\\r)/g, \"\\n\") || \" \";\n const charsInput = splitTextToCharacters(text);\n const maxWidth = this._maxWidth * data.size / fontSize;\n const pageMeshDataPool = data.distanceFieldType === \"none\" ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData;\n let prevCharCode = null;\n let lastLineWidth = 0;\n let maxLineWidth = 0;\n let line = 0;\n let lastBreakPos = -1;\n let lastBreakWidth = 0;\n let spacesRemoved = 0;\n let maxLineHeight = 0;\n let spaceCount = 0;\n for (let i = 0; i < charsInput.length; i++) {\n const char = charsInput[i];\n const charCode = extractCharCode(char);\n if (/(?:\\s)/.test(char)) {\n lastBreakPos = i;\n lastBreakWidth = lastLineWidth;\n spaceCount++;\n }\n if (char === \"\\r\" || char === \"\\n\") {\n lineWidths.push(lastLineWidth);\n lineSpaces.push(-1);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n ++line;\n ++spacesRemoved;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n continue;\n }\n const charData = data.chars[charCode];\n if (!charData) {\n continue;\n }\n if (prevCharCode && charData.kerning[prevCharCode]) {\n pos.x += charData.kerning[prevCharCode];\n }\n const charRenderData = charRenderDataPool.pop() || {\n texture: Texture.EMPTY,\n line: 0,\n charCode: 0,\n prevSpaces: 0,\n position: new Point()\n };\n charRenderData.texture = charData.texture;\n charRenderData.line = line;\n charRenderData.charCode = charCode;\n charRenderData.position.x = pos.x + charData.xOffset + this._letterSpacing / 2;\n charRenderData.position.y = pos.y + charData.yOffset;\n charRenderData.prevSpaces = spaceCount;\n chars.push(charRenderData);\n lastLineWidth = charRenderData.position.x + Math.max(charData.xAdvance - charData.xOffset, charData.texture.orig.width);\n pos.x += charData.xAdvance + this._letterSpacing;\n maxLineHeight = Math.max(maxLineHeight, charData.yOffset + charData.texture.height);\n prevCharCode = charCode;\n if (lastBreakPos !== -1 && maxWidth > 0 && pos.x > maxWidth) {\n ++spacesRemoved;\n utils.removeItems(chars, 1 + lastBreakPos - spacesRemoved, 1 + i - lastBreakPos);\n i = lastBreakPos;\n lastBreakPos = -1;\n lineWidths.push(lastBreakWidth);\n lineSpaces.push(chars.length > 0 ? chars[chars.length - 1].prevSpaces : 0);\n maxLineWidth = Math.max(maxLineWidth, lastBreakWidth);\n line++;\n pos.x = 0;\n pos.y += data.lineHeight;\n prevCharCode = null;\n spaceCount = 0;\n }\n }\n const lastChar = charsInput[charsInput.length - 1];\n if (lastChar !== \"\\r\" && lastChar !== \"\\n\") {\n if (/(?:\\s)/.test(lastChar)) {\n lastLineWidth = lastBreakWidth;\n }\n lineWidths.push(lastLineWidth);\n maxLineWidth = Math.max(maxLineWidth, lastLineWidth);\n lineSpaces.push(-1);\n }\n const lineAlignOffsets = [];\n for (let i = 0; i <= line; i++) {\n let alignOffset = 0;\n if (this._align === \"right\") {\n alignOffset = maxLineWidth - lineWidths[i];\n } else if (this._align === \"center\") {\n alignOffset = (maxLineWidth - lineWidths[i]) / 2;\n } else if (this._align === \"justify\") {\n alignOffset = lineSpaces[i] < 0 ? 0 : (maxLineWidth - lineWidths[i]) / lineSpaces[i];\n }\n lineAlignOffsets.push(alignOffset);\n }\n const lenChars = chars.length;\n const pagesMeshData = {};\n const newPagesMeshData = [];\n const activePagesMeshData = this._activePagesMeshData;\n pageMeshDataPool.push(...activePagesMeshData);\n for (let i = 0; i < lenChars; i++) {\n const texture = chars[i].texture;\n const baseTextureUid = texture.baseTexture.uid;\n if (!pagesMeshData[baseTextureUid]) {\n let pageMeshData = pageMeshDataPool.pop();\n if (!pageMeshData) {\n const geometry = new MeshGeometry();\n let material;\n let meshBlendMode;\n if (data.distanceFieldType === \"none\") {\n material = new MeshMaterial(Texture.EMPTY);\n meshBlendMode = BLEND_MODES.NORMAL;\n } else {\n material = new MeshMaterial(Texture.EMPTY, { program: Program.from(msdfVert, msdfFrag), uniforms: { uFWidth: 0 } });\n meshBlendMode = BLEND_MODES.NORMAL_NPM;\n }\n const mesh = new Mesh(geometry, material);\n mesh.blendMode = meshBlendMode;\n pageMeshData = {\n index: 0,\n indexCount: 0,\n vertexCount: 0,\n uvsCount: 0,\n total: 0,\n mesh,\n vertices: null,\n uvs: null,\n indices: null\n };\n }\n pageMeshData.index = 0;\n pageMeshData.indexCount = 0;\n pageMeshData.vertexCount = 0;\n pageMeshData.uvsCount = 0;\n pageMeshData.total = 0;\n const { _textureCache } = this;\n _textureCache[baseTextureUid] = _textureCache[baseTextureUid] || new Texture(texture.baseTexture);\n pageMeshData.mesh.texture = _textureCache[baseTextureUid];\n pageMeshData.mesh.tint = this._tint;\n newPagesMeshData.push(pageMeshData);\n pagesMeshData[baseTextureUid] = pageMeshData;\n }\n pagesMeshData[baseTextureUid].total++;\n }\n for (let i = 0; i < activePagesMeshData.length; i++) {\n if (!newPagesMeshData.includes(activePagesMeshData[i])) {\n this.removeChild(activePagesMeshData[i].mesh);\n }\n }\n for (let i = 0; i < newPagesMeshData.length; i++) {\n if (newPagesMeshData[i].mesh.parent !== this) {\n this.addChild(newPagesMeshData[i].mesh);\n }\n }\n this._activePagesMeshData = newPagesMeshData;\n for (const i in pagesMeshData) {\n const pageMeshData = pagesMeshData[i];\n const total = pageMeshData.total;\n if (!(pageMeshData.indices?.length > 6 * total) || pageMeshData.vertices.length < Mesh.BATCHABLE_SIZE * 2) {\n pageMeshData.vertices = new Float32Array(4 * 2 * total);\n pageMeshData.uvs = new Float32Array(4 * 2 * total);\n pageMeshData.indices = new Uint16Array(6 * total);\n } else {\n const total2 = pageMeshData.total;\n const vertices = pageMeshData.vertices;\n for (let i2 = total2 * 4 * 2; i2 < vertices.length; i2++) {\n vertices[i2] = 0;\n }\n }\n pageMeshData.mesh.size = 6 * total;\n }\n for (let i = 0; i < lenChars; i++) {\n const char = chars[i];\n let offset = char.position.x + lineAlignOffsets[char.line] * (this._align === \"justify\" ? char.prevSpaces : 1);\n if (this._roundPixels) {\n offset = Math.round(offset);\n }\n const xPos = offset * scale;\n const yPos = char.position.y * scale;\n const texture = char.texture;\n const pageMesh = pagesMeshData[texture.baseTexture.uid];\n const textureFrame = texture.frame;\n const textureUvs = texture._uvs;\n const index = pageMesh.index++;\n pageMesh.indices[index * 6 + 0] = 0 + index * 4;\n pageMesh.indices[index * 6 + 1] = 1 + index * 4;\n pageMesh.indices[index * 6 + 2] = 2 + index * 4;\n pageMesh.indices[index * 6 + 3] = 0 + index * 4;\n pageMesh.indices[index * 6 + 4] = 2 + index * 4;\n pageMesh.indices[index * 6 + 5] = 3 + index * 4;\n pageMesh.vertices[index * 8 + 0] = xPos;\n pageMesh.vertices[index * 8 + 1] = yPos;\n pageMesh.vertices[index * 8 + 2] = xPos + textureFrame.width * scale;\n pageMesh.vertices[index * 8 + 3] = yPos;\n pageMesh.vertices[index * 8 + 4] = xPos + textureFrame.width * scale;\n pageMesh.vertices[index * 8 + 5] = yPos + textureFrame.height * scale;\n pageMesh.vertices[index * 8 + 6] = xPos;\n pageMesh.vertices[index * 8 + 7] = yPos + textureFrame.height * scale;\n pageMesh.uvs[index * 8 + 0] = textureUvs.x0;\n pageMesh.uvs[index * 8 + 1] = textureUvs.y0;\n pageMesh.uvs[index * 8 + 2] = textureUvs.x1;\n pageMesh.uvs[index * 8 + 3] = textureUvs.y1;\n pageMesh.uvs[index * 8 + 4] = textureUvs.x2;\n pageMesh.uvs[index * 8 + 5] = textureUvs.y2;\n pageMesh.uvs[index * 8 + 6] = textureUvs.x3;\n pageMesh.uvs[index * 8 + 7] = textureUvs.y3;\n }\n this._textWidth = maxLineWidth * scale;\n this._textHeight = (pos.y + data.lineHeight) * scale;\n for (const i in pagesMeshData) {\n const pageMeshData = pagesMeshData[i];\n if (this.anchor.x !== 0 || this.anchor.y !== 0) {\n let vertexCount = 0;\n const anchorOffsetX = this._textWidth * this.anchor.x;\n const anchorOffsetY = this._textHeight * this.anchor.y;\n for (let i2 = 0; i2 < pageMeshData.total; i2++) {\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetX;\n pageMeshData.vertices[vertexCount++] -= anchorOffsetY;\n }\n }\n this._maxLineHeight = maxLineHeight * scale;\n const vertexBuffer = pageMeshData.mesh.geometry.getBuffer(\"aVertexPosition\");\n const textureBuffer = pageMeshData.mesh.geometry.getBuffer(\"aTextureCoord\");\n const indexBuffer = pageMeshData.mesh.geometry.getIndex();\n vertexBuffer.data = pageMeshData.vertices;\n textureBuffer.data = pageMeshData.uvs;\n indexBuffer.data = pageMeshData.indices;\n vertexBuffer.update();\n textureBuffer.update();\n indexBuffer.update();\n }\n for (let i = 0; i < chars.length; i++) {\n charRenderDataPool.push(chars[i]);\n }\n this._font = data;\n this.dirty = false;\n }\n updateTransform() {\n this.validate();\n this.containerUpdateTransform();\n }\n _render(renderer) {\n if (this._autoResolution && this._resolution !== renderer.resolution) {\n this._resolution = renderer.resolution;\n this.dirty = true;\n }\n const { distanceFieldRange, distanceFieldType, size } = BitmapFont.available[this._fontName];\n if (distanceFieldType !== \"none\") {\n const { a, b, c, d } = this.worldTransform;\n const dx = Math.sqrt(a * a + b * b);\n const dy = Math.sqrt(c * c + d * d);\n const worldScale = (Math.abs(dx) + Math.abs(dy)) / 2;\n const fontScale = this.fontSize / size;\n const resolution = renderer._view.resolution;\n for (const mesh of this._activePagesMeshData) {\n mesh.mesh.shader.uniforms.uFWidth = worldScale * distanceFieldRange * fontScale * resolution;\n }\n }\n super._render(renderer);\n }\n getLocalBounds() {\n this.validate();\n return super.getLocalBounds();\n }\n validate() {\n const font = BitmapFont.available[this._fontName];\n if (!font) {\n throw new Error(`Missing BitmapFont \"${this._fontName}\"`);\n }\n if (this._font !== font) {\n this.dirty = true;\n }\n if (this.dirty) {\n this.updateText();\n }\n }\n get tint() {\n return this._tint;\n }\n set tint(value) {\n if (this._tint === value)\n return;\n this._tint = value;\n for (let i = 0; i < this._activePagesMeshData.length; i++) {\n this._activePagesMeshData[i].mesh.tint = value;\n }\n }\n get align() {\n return this._align;\n }\n set align(value) {\n if (this._align !== value) {\n this._align = value;\n this.dirty = true;\n }\n }\n get fontName() {\n return this._fontName;\n }\n set fontName(value) {\n if (!BitmapFont.available[value]) {\n throw new Error(`Missing BitmapFont \"${value}\"`);\n }\n if (this._fontName !== value) {\n this._fontName = value;\n this.dirty = true;\n }\n }\n get fontSize() {\n return this._fontSize ?? BitmapFont.available[this._fontName].size;\n }\n set fontSize(value) {\n if (this._fontSize !== value) {\n this._fontSize = value;\n this.dirty = true;\n }\n }\n get anchor() {\n return this._anchor;\n }\n set anchor(value) {\n if (typeof value === \"number\") {\n this._anchor.set(value);\n } else {\n this._anchor.copyFrom(value);\n }\n }\n get text() {\n return this._text;\n }\n set text(text) {\n text = String(text === null || text === void 0 ? \"\" : text);\n if (this._text === text) {\n return;\n }\n this._text = text;\n this.dirty = true;\n }\n get maxWidth() {\n return this._maxWidth;\n }\n set maxWidth(value) {\n if (this._maxWidth === value) {\n return;\n }\n this._maxWidth = value;\n this.dirty = true;\n }\n get maxLineHeight() {\n this.validate();\n return this._maxLineHeight;\n }\n get textWidth() {\n this.validate();\n return this._textWidth;\n }\n get letterSpacing() {\n return this._letterSpacing;\n }\n set letterSpacing(value) {\n if (this._letterSpacing !== value) {\n this._letterSpacing = value;\n this.dirty = true;\n }\n }\n get roundPixels() {\n return this._roundPixels;\n }\n set roundPixels(value) {\n if (value !== this._roundPixels) {\n this._roundPixels = value;\n this.dirty = true;\n }\n }\n get textHeight() {\n this.validate();\n return this._textHeight;\n }\n get resolution() {\n return this._resolution;\n }\n set resolution(value) {\n this._autoResolution = false;\n if (this._resolution === value) {\n return;\n }\n this._resolution = value;\n this.dirty = true;\n }\n destroy(options) {\n const { _textureCache } = this;\n const data = BitmapFont.available[this._fontName];\n const pageMeshDataPool = data.distanceFieldType === \"none\" ? pageMeshDataDefaultPageMeshData : pageMeshDataMSDFPageMeshData;\n pageMeshDataPool.push(...this._activePagesMeshData);\n for (const pageMeshData of this._activePagesMeshData) {\n this.removeChild(pageMeshData.mesh);\n }\n this._activePagesMeshData = [];\n pageMeshDataPool.filter((page) => _textureCache[page.mesh.texture.baseTexture.uid]).forEach((page) => {\n page.mesh.texture = Texture.EMPTY;\n });\n for (const id in _textureCache) {\n const texture = _textureCache[id];\n texture.destroy();\n delete _textureCache[id];\n }\n this._font = null;\n this._textureCache = null;\n super.destroy(options);\n }\n};\nlet BitmapText = _BitmapText;\nBitmapText.styleDefaults = {\n align: \"left\",\n tint: 16777215,\n maxWidth: 0,\n letterSpacing: 0\n};\n\nexport { BitmapText };\n//# sourceMappingURL=BitmapText.mjs.map\n","import { ExtensionType, utils, settings, extensions } from '@pixi/core';\nimport { LoaderParserPriority } from '@pixi/assets';\nimport { BitmapFont } from './BitmapFont.mjs';\nimport './formats/index.mjs';\nimport { TextFormat } from './formats/TextFormat.mjs';\nimport { XMLStringFormat } from './formats/XMLStringFormat.mjs';\n\nconst validExtensions = [\".xml\", \".fnt\"];\nconst loadBitmapFont = {\n extension: {\n type: ExtensionType.LoadParser,\n priority: LoaderParserPriority.Normal\n },\n test(url) {\n return validExtensions.includes(utils.path.extname(url));\n },\n async testParse(data) {\n return TextFormat.test(data) || XMLStringFormat.test(data);\n },\n async parse(asset, data, loader) {\n const fontData = TextFormat.test(asset) ? TextFormat.parse(asset) : XMLStringFormat.parse(asset);\n const { src } = data;\n const { page: pages } = fontData;\n const textureUrls = [];\n for (let i = 0; i < pages.length; ++i) {\n const pageFile = pages[i].file;\n const imagePath = utils.path.join(utils.path.dirname(src), pageFile);\n textureUrls.push(imagePath);\n }\n const loadedTextures = await loader.load(textureUrls);\n const textures = textureUrls.map((url) => loadedTextures[url]);\n return BitmapFont.install(fontData, textures, true);\n },\n async load(url, _options) {\n const response = await settings.ADAPTER.fetch(url);\n return response.text();\n },\n unload(bitmapFont) {\n bitmapFont.destroy();\n }\n};\nextensions.add(loadBitmapFont);\n\nexport { loadBitmapFont };\n//# sourceMappingURL=loadBitmapFont.mjs.map\n","import { AlphaFilter } from '@pixi/filter-alpha';\nimport { BlurFilter, BlurFilterPass } from '@pixi/filter-blur';\nimport { ColorMatrixFilter } from '@pixi/filter-color-matrix';\nimport { DisplacementFilter } from '@pixi/filter-displacement';\nimport { FXAAFilter } from '@pixi/filter-fxaa';\nimport { NoiseFilter } from '@pixi/filter-noise';\nimport '@pixi/mixin-cache-as-bitmap';\nimport '@pixi/mixin-get-child-by-name';\nimport '@pixi/mixin-get-global-position';\n\n/**\n * This namespace contains WebGL-only display filters that can be applied\n * to DisplayObjects using the {@link PIXI.DisplayObject#filters filters} property.\n *\n * Since PixiJS only had a handful of built-in filters, additional filters\n * can be downloaded {@link https://github.com/pixijs/pixi-filters here} from the\n * PixiJS Filters repository.\n *\n * All filters must extend {@link PIXI.Filter}.\n * @example\n * import { Application, Graphics, filters } from 'pixi.js';\n *\n * // Create a new application\n * const app = new Application();\n *\n * // Draw a green rectangle\n * const rect = new Graphics()\n * .beginFill(0x00ff00)\n * .drawRect(40, 40, 200, 200);\n *\n * // Add a blur filter\n * rect.filters = [new filters.BlurFilter()];\n *\n * // Display rectangle\n * app.stage.addChild(rect);\n * document.body.appendChild(app.view);\n * @namespace PIXI.filters\n */\nexport const filters = {\n AlphaFilter,\n BlurFilter,\n BlurFilterPass,\n ColorMatrixFilter,\n DisplacementFilter,\n FXAAFilter,\n NoiseFilter,\n};\n\n// Export ES for those importing specifically by name,\nexport * from '@pixi/accessibility';\nexport * from '@pixi/app';\nexport * from '@pixi/assets';\nexport * from '@pixi/compressed-textures';\nexport * from '@pixi/core';\nexport * from '@pixi/display';\nexport * from '@pixi/events';\nexport * from '@pixi/extract';\nexport * from '@pixi/graphics';\nexport * from '@pixi/mesh';\nexport * from '@pixi/mesh-extras';\nexport * from '@pixi/particle-container';\nexport * from '@pixi/prepare';\nexport * from '@pixi/sprite';\nexport * from '@pixi/spritesheet';\nexport * from '@pixi/sprite-animated';\nexport * from '@pixi/sprite-tiling';\nexport * from '@pixi/text';\nexport * from 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